将文化因素融入说服性游戏的设计中

Rilla Khaled, Pippin Barr, R. Fischer, J. Noble, R. Biddle
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引用次数: 46

摘要

初步研究表明,游戏是说服他人的有效工具。然而,为了更好地说服目标受众,我们认为最好在设计时考虑目标受众的背景文化。在本文中,我们分享了我们对新西兰(NZ)欧洲人和毛利人(新西兰土著人民)之间关于吸烟,戒烟和社会营销的看法差异的见解。基于我们的发现,我们讨论了如何设计两种不同版本的与文化相关的戒烟说服游戏,一个针对新西兰的欧洲观众,另一个针对毛利人的观众。
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Factoring culture into the design of a persuasive game
Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturallyrelevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.
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