Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Environmental sustainability and interaction
CHI '07 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
One size does not fit all: applying the transtheoretical model to energy feedback technology design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Promoting new patterns in household energy consumption with pervasive learning games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
The Alkaline Arcade: a child-friendly fun machine for battery recycling
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Re-imagining persuasion: designing for self-transcendence
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Pervasive games - games that expand into everyday life - offer a potentially powerful method of promoting social good by encouraging people to perform new, positive actions. However, achieving some desired social goals (such as environmental sustainability) may also require people to stop performing undesirable actions - a form of behavior change that contrasts with common framings of pervasive game-play. I propose to create "Negabehavior Games" - games that encourage players to adopt "negabehaviors" (a manner of conducting oneself that supplants undesirable actions). This research offers a novel approach to designing pervasive games and other interactive experiences, as well as the potential to encourage people to live more environmentally sustainable lives.