Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Factoring culture into the design of a persuasive game
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Generating cross-cultural training data for THE UNIVERSITY GAME
Simulation and Gaming
Water wars: designing a civic game about water scarcity
Proceedings of the 8th ACM Conference on Designing Interactive Systems
The perception of sound and its influence in the classroom
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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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 discuss the results of a quantitative investigation of the effects of both game versions on both individualist and collectivist players.