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Society and attitudes. Rilla Khaled. “the use of marketing principles and techniques to influence a target audience to voluntarily accept, reject, modify or abandon a behavior for the benefit of individuals, groups, or society as a whole.”. - Kotler, Roberto, and Lee, 2002. Social Marketing:.
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Society and attitudes • Rilla Khaled
“the use of marketing principles and techniques to influence a target audience to voluntarily accept, reject, modify or abandon a behavior for the benefit of individuals, groups, or society as a whole.” - Kotler, Roberto, and Lee, 2002 Social Marketing:
Values: • are concepts or beliefs • pertain to desirable end states or behaviors • transcend specific situations • guide selection or evaluation of behavior and events, • are ordered by relative importance - Shalom Schwartz, 1992
Discovery: discovering and identifying shared values relevant to a project • Translation: translating value considerations into architecture and features into game iterations • Verification: verifying that the values outcomes sought have been realized in the game. VAP: values at play
Values check list • Values might be expressed in the definition of a project • Values might emerge in specification of game mechanics • Project Stakeholders' values set up preliminary expectations that frame any given project. • Background and Experience of Design Team and the Players affect the design process. • Social and political values, policy, legislation generate background constraints. Discovery
Operationalisation: tie game features to values, jump from concept to feature • Implementation: translating, testing, and iteration, continuous review of values during implementation to safeguard important design features • Resolving value conflicts: disagreements, values review for feature creep, dissolving conflict va redesign vs. values trade off Translation
Empirical methods for verifying attitudes and beliefs • Iterative review of values throughout the project may yield more consistent results Verification
Culture and persuasive games • Readings: • Triandis, Bontempo, and Villareal. (1988). Individualism and Collectivism: Cross-Cultural Perspectives on Self-Ingroup Relationships. • Khaled, Barr, Biddle, Fischer, and Noble (2009). Game Design Strategies for Collectivist Persuasion. • Games: • Smoke? NZE version • Smoke? NZM version
In your game teams, come up with a set of game values you wish to incorporate, using Flanagan’s “discovery” process suggestions.
Using the list of values you developed earlier, conduct the “operationalisation” step of the VAP “translation” phase: values ==> game features + mechanics