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Shaping Attitudes Across Realities - Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games

机译:塑造现实态度 - 探索有说服力虚拟,增强和混合现实游戏设计的策略

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摘要

Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also designed (or framed) to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we still lack the design strategies and best-practices that could support in the design of these 'immersive persuasive games'. To address this still-unexplored and fragmented design space, we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences, we construct a body of knowledge, built exemplar work and distil best-practices to formulate design strategies for the design of immersive persuasive games.
机译:设计师,学者和慈善机构拥有虚拟,增强和混合的现实技术,其中一些主要是为了他们的娱乐属性,其他人也为教育,动机或劝说的机会。具有后面的应用程序,说服的应用不仅是娱乐,而且还设计(或框架)以塑造玩家如何考虑和感受现实问题。然而,尽管这些身临其境技术的有说服力的机会越来越大的兴趣,我们仍然缺乏设计策略和可能在这些“身临其境说服力游戏的设计支持最佳实践。为了解决这一静止不败的和碎片的设计空间,我们组织了一个设计为导向的研讨会,汇集了学术界和工业。通过设计方法来了解研讨会,其中主要重点是通过设计产生知识。参与者以迭代方式使用低保真度,寿命,原型和角色播放技术设计和评估思想的思想,从而模仿一个体现的交互式沉浸环境。通过反思设计实践和玩家经验,我们构建了一个知识体系,建造了一个建造的榜样和蒸馏的最佳实践,以制定设计策略,为沉浸式说服游戏设计。

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