(EC2014) ,a) 1,b) Game Designs for A Persuasive Serious Game Miura Takayuki 1,a) Nishu Motoki 1,b) Yosii Akihito 1 Nakajima Tatsuo 1 Abs
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1 (EC2014) ,a) 1,b) Game Designs for A Persuasive Serious Game Miura Takayuki 1,a) Nishu Motoki 1,b) Yosii Akihito 1 Nakajima Tatsuo 1 Abstract: Recently, a serious game is gaining the attention in our society because it is effective to educate or encourage players to do a certain action. However, it is not easy to create an attractive serious game. There are two factors which become reasons of the failure of a creating serious game. One is a lack of a technique to create attractive games. The other is an unsuitable design for serious games to encourage players to do a certain action. In the latter situation, it is possible to increase quality of a serious game easily if we know the appropriate serious game design in advance. In the previous research, we paid attention to a serious game which encourages players to do certain action (we call this a persuasive serious game in this paper) and created two persuasive serious games and discussed our findings in the past. Then, we discuss some factors observed from an aspect of appropriate game designs for a serious game using experience of creating the two persuasive serious games. Moreover, we intend to support the future development of persuasive serious games by using this discussion Waseda Uniersity a) t.miura@dcl.cs.waseda.ac.jp b) m.nishu@dcl.cs.waseda.ac.jp [1] [2] 40 c 2014 Information Processing Society of Japan 1
2 [3] [4] 2 Stop Disasters! Stop Disasters! 1 [5] 1 Stop Disasters! Fig. 1 Stop Disasters! America s Army America s Army [6] FPS FPS 2.2 [7] 2 41 c 2014 Information Processing Society of Japan 2
3 eco-ego eco-ego 2 [8] 3. 3 #denkimeter Fig. 3 #denkimeter 2 eco-ego Fig. 2 eco-ego #denkimeter #denkimeter 3 [9] 3.1 Remover Remover[10] Remover 4 FPS 42 c 2014 Information Processing Society of Japan 3
4 グゲーム を行なうパートである 図 5 このメインゲームパートは以下の流れになる ストレス測定 まずプレイヤーは 唾液アミラーゼモニター によ るストレスの測定を行なう ストレスの度合いに応 じて出てくる敵の数を増減させることによって プ レイヤーが自身のストレスの度合いを視覚的に認識 することが出来る なお 唾液アミラーゼモニター を使用したのは 簡単にストレスの度合いを定量的 に測定することが出来るからである 生活習慣アンケート及びパラメータ反映 生活習慣についてのアンケート 図 6 を行い その 結果をプレイヤーの能力値 パラメータ に反映さ せる 生活習慣が良ければ能力値上昇 悪ければ減 図 6 アンケート画面 Fig. 6 Questionnaire Screen 少 図 7 ここで能力値が下がり過ぎると 高スコ アやクリアすること自体が難しくなるので プレイ ヤーに正しい生活習慣を送るよう促す FPS ゲーム及びゲーム結果 ここで 上記のストレス測定による敵の数の反映及び アンケートによる能力値増減を反映した状態で FPS ゲームを行なう FPS ゲームプレイ終了後 ゲーム 結果が表示される 図 8 図 7 パラメータ反映画面 Fig. 7 Parameter Reflection Screen 図 4 チュートリアル画面 Fig. 4 Tutorial Screen 図 8 結果画面 Fig. 8 Result Screen 評価実験結果 本実験では 20 代の男女 7 名に協力していただき ゲー ムをプレイしてもらった後 アンケート及びストレスの測 定を行った 評価実験の結果は次のようになった メインゲームパートを行なう前後のストレス測定値の結 果は以下の表 1 のようになった 図 5 FPS 画面 Fig. 5 FPS Screen また メインゲームパートについての質問のうち 4 段階 のリッカート評価を用いた選択肢形式の設問の結果を表 2 に コメント形式の設問の結果を表 3 に記す c 2014 Information Processing Society of Japan 43 4
5 1 Table 1 The Change of Stress Table 2 Questions about Main Game Part HP ( A) ( B) ( C) ( D) Table 3 Comments About Main Game Part 2 A HP HP ( ) 2 B C D 44 c 2014 Information Processing Society of Japan 5
6 [11] Fig. 9 Startup Screen 10 Fig. 10 Election Phase Screen 11 Fig. 11 Operation Phase Screen 45 c 2014 Information Processing Society of Japan 6
7 12 Fig. 12 Mini Game Screen For Improving Election Rate Fig. 13 Mini Game Screen For Improving Information Revealing Rate of Candidates Fig. 14 Result Screen c 2014 Information Processing Society of Japan 7
8 4 Table 4 An Answer Number And Average Point About The Questions About Kokumin No Yabou Table 5 An Answer About The Questions About Election 47 c 2014 Information Processing Society of Japan 8
9 Remover ( 3) 3 Remover Remover c 2014 Information Processing Society of Japan 9
10 [1] (2013) [2] Jon Radoff Game On:Energize Your Business with Social Media Games Wiley(2011) [3] Karl.M.Kapp The Gamification of Learning and Instruction Pfeiffer(2012) [4] Richard Bartle Chris Bateman Noah Falstein Michelle Hinn Katherine Isbister Nicole Lazzaro Sheri Grainer Ray and Joseph Saulter Beyond Game Design:Nine Steps Toward Creating Better Videogames Course Technology PTR(2009) [5] International Strategy for Disaster Reduction Stop Disasters! /home.html ( ) [6] U.S.ARMY America s Army americasarmy.com/ ( ) [7] IFTF The Future of Persuasion ftf.org/our-work/people-technology/technology-horizon s/the-future-of-persuasion/ ( ) [8] marukin-ad.co.jp/ecoego/ecoego.html ( ) [9] #denkimeter er.com/ ( ) [10] (2014) [11] (2014) 49 c 2014 Information Processing Society of Japan 10
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