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Factoring culture into the design of a persuasive game

Published: 20 November 2006 Publication History

Abstract

Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturallyrelevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.

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    cover image ACM Other conferences
    OZCHI '06: Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
    November 2006
    434 pages
    ISBN:1595935452
    DOI:10.1145/1228175
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 20 November 2006

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    Author Tags

    1. diverse user populations
    2. games
    3. persuasive technology

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    OZCHI '06 Paper Acceptance Rate 36 of 70 submissions, 51%;
    Overall Acceptance Rate 362 of 729 submissions, 50%

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    Cited By

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    • (2024)Persuasive Determinants of Physical Activity in Adults: Cultural Differences and the Moderating Effect of Gender and AgeCross-Cultural Design10.1007/978-3-031-60898-8_1(3-27)Online publication date: 1-Jun-2024
    • (2023)The Operationalization of Culture in HCICultures in Human-Computer Interaction10.1007/978-3-031-30243-5_5(53-69)Online publication date: 26-Apr-2023
    • (2022)Serious Gaming for Behaviour Change: A Systematic ReviewInformation10.3390/info1303014213:3(142)Online publication date: 8-Mar-2022
    • (2021)Persuasión en los videojuegos: La construcción de identidadesTeknokultura. Revista de Cultura Digital y Movimientos Sociales10.5209/tekn.7826019:1(33-41)Online publication date: 10-Dec-2021
    • (2021)Lost in Interpretation? The Role of Culture on Rating the Emotional Nonverbal Behaviors of a Virtual AgentCross-Cultural Design. Applications in Cultural Heritage, Tourism, Autonomous Vehicles, and Intelligent Agents10.1007/978-3-030-77080-8_28(350-368)Online publication date: 3-Jul-2021
    • (2020)CIAM: A New Assessment Model to Measure Culture’s Influence on WebsitesCross-Cultural Design. Applications in Health, Learning, Communication, and Creativity10.1007/978-3-030-49913-6_33(389-408)Online publication date: 10-Jul-2020
    • (2019)A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamification2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)10.1109/ICALT.2019.00027(81-83)Online publication date: Jul-2019
    • (2016)"Always a Tall Order"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968081(217-228)Online publication date: 16-Oct-2016
    • (2015)How Self-Esteem Shapes our Interactions with Play TechnologiesProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play10.1145/2793107.2793111(35-45)Online publication date: 5-Oct-2015
    • (2015)Tutorial on Personalization for Behaviour ChangeProceedings of the 20th International Conference on Intelligent User Interfaces10.1145/2678025.2716264(439-442)Online publication date: 18-Mar-2015
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