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Designing data driven persuasive games to address wicked problems such as climate change

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Designing data driven persuasive games to address wicked problems such as climate change. / Coulton, Paul; Jacobs, Rachel; Burnett, Dan; Gradinar, Adrian; Watkins, Matt; Howarth, Candice.

AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services. New York : ACM, 2014. p. 185-191.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Harvard

Coulton, P, Jacobs, R, Burnett, D, Gradinar, A, Watkins, M & Howarth, C 2014, Designing data driven persuasive games to address wicked problems such as climate change. in AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services. ACM, New York, pp. 185-191, Academic MindTrek Conference 2014, Tampere, Finland, 4/11/14. https://doi.org/10.1145/2676467.2676487

APA

Coulton, P., Jacobs, R., Burnett, D., Gradinar, A., Watkins, M., & Howarth, C. (2014). Designing data driven persuasive games to address wicked problems such as climate change. In AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services (pp. 185-191). ACM. https://doi.org/10.1145/2676467.2676487

Vancouver

Coulton P, Jacobs R, Burnett D, Gradinar A, Watkins M, Howarth C. Designing data driven persuasive games to address wicked problems such as climate change. In AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services. New York: ACM. 2014. p. 185-191 https://doi.org/10.1145/2676467.2676487

Author

Coulton, Paul ; Jacobs, Rachel ; Burnett, Dan ; Gradinar, Adrian ; Watkins, Matt ; Howarth, Candice. / Designing data driven persuasive games to address wicked problems such as climate change. AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services. New York : ACM, 2014. pp. 185-191

Bibtex

@inproceedings{14183fc7c898461f86ed6a4f213c5064,
title = "Designing data driven persuasive games to address wicked problems such as climate change",
abstract = "This paper considers the increasing utilisation of games design as an approach to encouraging behavioural change through design. In particular it considers how to address issues that cannot be reduced to easily actionable personal goals such as climate change and are often termed {\textquoteleft}wicked problems{\textquoteright} by designers due to their innate complexity. This paper presents a research through design approach that focuses on rhetoric within the design of a mobile phone game - Cold Sun. Thus the aim is not to examine the utility or usability of the game but rather offer it as an example of a design approach we believe is desirable and productive for future practice. Cold Sun provides an example that illustrates how scientific and real world data can be integrated into game mechanics to enhance the rhetoric of the game by engaging the player at a more personal level. Thus Cold Sun allows players to effectively rehearse issues of climate change that will affect their plausible futures, and thus develop a greater understanding of some of these complex issues and consider ways to respond. ",
keywords = "game design, persuasive, RHETORIC, climate change, Wicked problems",
author = "Paul Coulton and Rachel Jacobs and Dan Burnett and Adrian Gradinar and Matt Watkins and Candice Howarth",
year = "2014",
month = nov
day = "6",
doi = "10.1145/2676467.2676487",
language = "English",
isbn = "9781450330060",
pages = "185--191",
booktitle = "AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services",
publisher = "ACM",
note = "Academic MindTrek Conference 2014 ; Conference date: 04-11-2014 Through 06-11-2014",

}

RIS

TY - GEN

T1 - Designing data driven persuasive games to address wicked problems such as climate change

AU - Coulton, Paul

AU - Jacobs, Rachel

AU - Burnett, Dan

AU - Gradinar, Adrian

AU - Watkins, Matt

AU - Howarth, Candice

PY - 2014/11/6

Y1 - 2014/11/6

N2 - This paper considers the increasing utilisation of games design as an approach to encouraging behavioural change through design. In particular it considers how to address issues that cannot be reduced to easily actionable personal goals such as climate change and are often termed ‘wicked problems’ by designers due to their innate complexity. This paper presents a research through design approach that focuses on rhetoric within the design of a mobile phone game - Cold Sun. Thus the aim is not to examine the utility or usability of the game but rather offer it as an example of a design approach we believe is desirable and productive for future practice. Cold Sun provides an example that illustrates how scientific and real world data can be integrated into game mechanics to enhance the rhetoric of the game by engaging the player at a more personal level. Thus Cold Sun allows players to effectively rehearse issues of climate change that will affect their plausible futures, and thus develop a greater understanding of some of these complex issues and consider ways to respond.

AB - This paper considers the increasing utilisation of games design as an approach to encouraging behavioural change through design. In particular it considers how to address issues that cannot be reduced to easily actionable personal goals such as climate change and are often termed ‘wicked problems’ by designers due to their innate complexity. This paper presents a research through design approach that focuses on rhetoric within the design of a mobile phone game - Cold Sun. Thus the aim is not to examine the utility or usability of the game but rather offer it as an example of a design approach we believe is desirable and productive for future practice. Cold Sun provides an example that illustrates how scientific and real world data can be integrated into game mechanics to enhance the rhetoric of the game by engaging the player at a more personal level. Thus Cold Sun allows players to effectively rehearse issues of climate change that will affect their plausible futures, and thus develop a greater understanding of some of these complex issues and consider ways to respond.

KW - game design

KW - persuasive

KW - RHETORIC

KW - climate change

KW - Wicked problems

U2 - 10.1145/2676467.2676487

DO - 10.1145/2676467.2676487

M3 - Conference contribution/Paper

SN - 9781450330060

SP - 185

EP - 191

BT - AcademicMindTrek '14 Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services

PB - ACM

CY - New York

T2 - Academic MindTrek Conference 2014

Y2 - 4 November 2014 through 6 November 2014

ER -