The landscape of persuasive technologies
Communications of the ACM
Understanding the seductive experience
Communications of the ACM
Toward an ethics of persuasive technology
Communications of the ACM
Affordances, motivation, and the design of user interfaces
Communications of the ACM
Future interfaces: social and emotional
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Web credibility research: a method for online experiments and early study results
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Influencing group participation with a shared display
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Serious games in social intervention: designing technologies to promote safe and healthy behaviors
Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity
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
Hi-index | 0.00 |
Videodope is an interactive digital environment that is meant to show the short-, medium- and long-run effects of psychoactive substances on the human organism. Its purpose is to increase the users' knowledge of these effects, which is often based on misconceptions and legends, and to provide a feedback on their level of information, with preventive purposes. These kind of educational games have the advantage of being more persistent, ubiquitous, informative, anonymous and multi-medial than a normal lecture. However, they have to be perceived as credible and plausible to the user in order to be persuasive, especially since the target is constituted of young people familiar both with the technology and with the subject. In this paper, we will describe the process of designing and evaluating the videogame in the field, as well as the insights provided by the participants who took part to the evaluation.