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Game Design Strategies for Collectivist Persuasion

机译:集体说服力的游戏设计策略

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摘要

A fundamental feature of serious games is persuasion, an attempt to influence behaviors, feelings, or thoughts. Much of the existing research on serious games and, more generally, on persuasive technology (PT), does not address the important links between persuasion and culture. It has tended to originate from Western, individualist cultures, and has focused on how to design for these audiences. In this paper, we describe the design of one of two versions of a serious game we developed about quitting smoking titled Smoke? which is targeted at collectivist players. We show how the design was informed by persuasive strategies we identified from the cross-cultural psychology literature, intended for use in games for players of collectivist cultures: HARMONY, GROUP OPINION, MONITORING, DISESTABLISHING, and TEAM PERFORMANCE. We then dis-rncuss the results of a quantitative investigation of the effects of both game versions on bom individualist and collectivist players.
机译:严肃游戏的基本特征是说服力,即试图影响行为,感觉或思想的尝试。现有的许多关于严肃游戏的研究,更广泛地说,是关于说服技术(PT)的研究,并未涉及说服力与文化之间的重要联系。它倾向于起源于西方的个人主义文化,并专注于如何为这些受众设计。在本文中,我们描述了我们开发的关于戒烟的严肃游戏的两个版本之一的设计,该游戏名为“吸烟?针对集体主义者的玩家。我们展示了如何从跨文化心理学文献中确定的说服策略中启发设计,这些策略旨在用于集体主义文化玩家的游戏中:和声,集体意见,监控,消灭和团队绩效。然后,我们讨论了两种游戏版本对Bom个人主义者和集体主义者的影响的定量调查结果。

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