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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Heuristic Evaluation of Persuasive Game Systems in a Behavior Change Support Systems Perspective: Elements for Discussion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valentina Rao</string-name>
          <email>v@playfulpandas.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Playful Pandas Galgenstraat 11</institution>
          ,
          <addr-line>1013LT Amsterdam</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>This text reports the work-in-progress of a PhD project about the development of evaluation tools to assist the design of persuasive game systems. The theoretical framework provided by BCSSs can be used in the context of games through a redefinition of games as "systems" in order to highlight their persuasive intent, and to focus on their core quality of interactive systems. The PSD model can be used successfully in game design if integrated with knowledge about game elements that affect persuasion.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The notion of game systems, inspired by that of Behavior Change Support
Systems [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], is here suggested as a way to concentrate on the persuasive qualities
of interaction that happens when a situation is framed at some level as "game",
following the root interpretation of games as human-computer interaction [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and
as systems of rules [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], in the attempt to avoid the debate about terminology and
methods. A definition of persuasive games by their intent instead of their methods
(such as procedural rhetoric) allows a larger view on the strategies employed for
behavior change. The analogy with BCSS theory, that considers both systems
using computer mediated communication and human computer interaction [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
enables us to look beyond the disciplinary divide that scatters reflection on
persuasive strategies in different disciplinary fields, disciplinary jargons and
methodologies [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and to concentrate on the strategies employed and their
effectiveness from a truly interdisciplinary angle.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>PSD Model, Game Design and Game Effectiveness</title>
      <p>
        There is no specific framework to assist the design of persuasive game systems
except for the above-mentioned procedural rhetoric framework, which supports
suggestions about composition and expressive effectiveness rather than
persuasive effectiveness [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Aside from that, game design strategies in general
lack methodologies, and the distance between industry methods of design and
(mostly individual) academic frameworks is barely filled by scientific methods
that are also employed within the industry, such as Design Patterns [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], the
Mechanics Dynamics Aesthetics (MDA) framework [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and the Machinations
method [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Another issue is at which level of the design process can the evaluation of the
persuasive structures be more useful. The Persuasive Systems Design model
offers categories for the heuristic evaluation of different stages in the life of a
product, and can consider together persuasive goals (intent), the design (strategy),
and the user experience and context (event) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In game research there is a
strong separation between design methodologies and evaluation tools, which are
usually employed in later stages to evaluate usability and playability [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
and are scarcely present in the design process. Although a plethora of heuristic
tools to assist the design can be found both in academic reflection and industry
practice (for an overview, see for example [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]), there is little systematic effort in
that direction, and very little existing methods employed to connect design
practices with persuasive strategies (a theoretical effort in that direction can be
found in [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and a few others).
      </p>
      <p>
        The challenges in developing such a method are several: the above-mentioned
issues in the definition of what makes a game persuasive and a lack of general
framework that includes different approaches to persuasion through games, at the
moment scattered among different disciplinary fields; the difficulty in isolating
specific elements in game design and in looking for correlations with persuasive
strategies in other media or in interpersonal communication.
The work-in-progress reported here chooses as a foundation the Machinations
model [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], because it offers a comprehensive overview of game mechanics and
the possibility to combine them to categorizations of persuasive strategies.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Persuasive Game Elements versus Game Frame</title>
      <p>
        What makes a game a game is the existence of rules and goals, and the shared
acknowledgement that that situation is in some sense fictional (suspension of
disbelief), and separate from daily activities; this is at least the original definition,
that has been reviewed several times since for digital games [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The solidity of
this definition is what creates a difficulty in understanding games for behavior
change: if the game activity takes place in a separate moment, this leaves
opportunities for attitude change in the way that any other mediated message
would do (for instance a TV program) would do. The situation is different in the
case of game elements disseminated during the performance of an action
(gamification, although some products classified as games present the same
characteristics): the (eventual) effects of game activity are directly influencing the
performance or non performance of the primary task, and the situation is not
different from most examples of persuasive technology. One first step in the
adaptation of the PSD model to game systems is to understand which elements of
game systems are inherently persuasive and which others can be persuasive when
employed correctly.
      </p>
      <p>At the moment three main areas of persuasive aspects of the game environment
have been identified (which doesn't include the whole spectrum of game
mechanics and dynamics but rather general elements):
a) perceived elements, which depend on an attribution of value by the user, such
as
what Huizinga called 'the magic circle', that is, the socially shared mental and
physical space of the game, and the level of fun, which can depend on personal
qualities of the user just as on the initial attribution (expectations);
b) structural elements: elements that relate to the structure of game systems and
determine how the interaction with the system works, such as rules, goals and
agency;
c) perceptual elements: elements that relate to the physical apprehension of the
game system, such as physical arousal during activity, and elements related to
cognitive immersion and transportation, such as in narrative persuasion.
The next step in the agenda will be how these elements typical of a game
experience relate to the categories of primary task support, social support,
dialogue support and credibility support exemplified in the PSD model.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>By considering games and gamification as game-based information systems, and
persuasive games as one particular kind of Behavior Change Support System it is
possible to open new perspectives in the analysis of what makes a game
persuasive and differentiate between different persuasive strategies. This
document wants to assert the desirability and feasibility of adapting the PSD
model to the necessities of persuasive game design, and propose a temporary plan
of action in that direction.</p>
    </sec>
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