Game-changing Design

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Transcript of Game-changing Design

GAME-CHANGING DESIGN @AJReid93

Andrew.Reid@GCU.ac.uk

WHAT DOES THAT MEAN?

WHY GAMES?

Actual Experience

Moving Images with Sound

Static Photograph

Realistic Painting

Line Drawing

Anecdotal Account

Descriptive Account

Abstract Analysis

Statistics

Interactive Media (i.e. Video Gam

es)?

WHY GAMES?

“the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures.” (Bogost, 2007: p. ix)

KILLBOX (BIOME COLLECTIVE)

To reduce the pollution in waters from pharmaceutical residues

Reduce input of medical components in wastewaterSustainable disposal of unused medicine

Technological innovationsChanging consumers’ behaviour

NOPILLS

To investigate the development and application of a serious game that can

effectively raise awareness and understanding of noPILLS as a

precursor to behavioural change

AIMS

OUTCOMES

PhD RESEARCH

PROJECT:FILTER

PROJECT:FILTER

MEASURING AWARENESS?

Impact of Instructional Play

on Awareness

Retained Awareness over Time

Initial Change to Awareness from Play

Pre-study Awareness

Open Play Session

Instructed Play Session

Post-study Awareness

Retained Awareness

‘x’ duration

ARE GAMES ‘THE SOLUTION’?

8 !

THANK YOU! @AJReid93

Andrew.Reid@GCU.ac.uk