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Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding

机译:利用数字游戏作为社会劝说的介面,以防止超速

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In this paper we present a game-based approach to stop a driver from speeding by means of social persuasion. The approach utilizes a digital game played by a passenger inside the car. The game serves as a mediatory artifact, which translates the speed of the car into in-game events, thus, nudging the passenger to communicate with the driver about his/her driving behavior. As a game we used Tetris, which was coupled to the speed of a virtual vehicle in our driving simulator. We designed four different in-game representations of the real car data and examined, which of these designs is most suitable to trigger an intuitive, understandable linkage between the speeding behavior and the corresponding in-game events in order to enable a prompt intervention of the passenger. We evaluated the four designs in an exploratory user study. Our findings highlight the feasibility of our approach, as even passengers, who were rather uninvolved in the driving task, were successfully encouraged to slow down the driver. Based on our study results, we recommend a hybrid design strategy for the game, between designing for a dynamically increasing in-game challenge to foster passenger engagement based on fun, and simultaneously intervening dynamically in the playability of the game to foster communication with the driver to pave the way for social persuasion in the car.
机译:在本文中,我们介绍了一种基于游戏的方法来阻止驾驶员通过社会劝说来加速。该方法利用汽车内部乘客玩的数字游戏。这场比赛用作介面的工件,它将车辆的速度转化为游戏中的活动,因此,旨在扼杀乘客与驾驶员沟通他/她的驾驶行为。作为我们使用的游戏,通过TETRIS耦合到我们的驾驶模拟器中的虚拟车辆的速度。我们设计了四种不同的游戏中的真实汽车数据的陈述和检查,这些设计中的哪一个最适合触发超速行为和相应的游戏内事件之间的直观,可以理解的联系,以便启动迅速干预乘客。我们在探索性用户学习中评估了四种设计。我们的研究结果强调了我们的方法的可行性,因为即使是在驾驶任务中相当未经进入的乘客,也被成功鼓励慢慢击败司机。根据我们的研究结果,推荐游戏混合设计策略,在设计基于乐趣的乘客参与的动态增加的游戏之间,在游戏的可玩性中动态干预,以促进与司机的播放性。为汽车中的社会劝说铺平道路。

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