=Paper= {{Paper |id=Vol-1772/paper3 |storemode=property |title=Why so Serious? Raising Curiosity Towards Cultural Heritage with Playful Games |pdfUrl=https://ceur-ws.org/Vol-1772/paper3.pdf |volume=Vol-1772 |authors=Antonio Origlia,Maria Laura Chiacchio,Dario Di Mauro,Francesco Cutugno |dblpUrl=https://dblp.org/rec/conf/aiia/OrigliaCMC16 }} ==Why so Serious? Raising Curiosity Towards Cultural Heritage with Playful Games== https://ceur-ws.org/Vol-1772/paper3.pdf
     Why so Serious? Raising Curiosity Towards
      Cultural Heritage with Playful Games

    Antonio Origlia1,2 , Maria Laura Chiacchio1 , Dario Di Mauro1 , Francesco
                                   Cutugno1,2
                         1
                          University of Naples “Federico II”
             2
              Inst. of Applied Sciences and Intelligent Systems of CNR
         antonio.origlia@unina.it, marialaura.chiacchio@gmail.com,
                   dario.dimauro@unina.it, cutugno@unina.it



       Abstract. Serious games have an important role in supporting access to
       cultural heritage through storytelling and game mechanics. These games,
       however, are more suitable for learning environments: in order to stim-
       ulate people to look for cultural content, other means are necessary. In
       this paper we present our view on the role playful games may have in
       eliciting curiosity and how a specific gaming mechanics, customised char-
       acters building, may change the way technological systems contribute in
       attracting people to cultural sites.




1    Introduction

The term gamification has become very popular in the last years, as digital games
are becoming more and more integrated with everyday life. The term indicates
the process of adding a layer of mechanics, typically associated with games,
to certain tasks in order to make them less imposing. Gamification approaches
may also be designed to introduce a rewarding factor to the decision making
process, so that people perform the task in a way that the designer considers
advantageous, as in the case of points collection in supermarkets. People engaged
in gamified tasks have a serious attitude and gamification results in minimally
invasive mechanics that are well-integrated with the task at hand.
    The gamification idea is sometimes abused and may give rise to misunder-
standings. Following [14, p. 46], although players “[. . . ] might be motivated for
a while by shiny prizes, real engagement requires a much stronger lure. That
means a deeper, more interesting system design must be developed”. It is there-
fore important to understand that the goal of gamification is not to amuse people
but to reduce the negative impact of due tasks. Using games to support learn-
ing has proven itself to be effective. Games designed with a main purpose other
than pure entertainment are called serious games. Compared to gamified tasks,
serious games do not integrate a pre-existing experience and make use of more
complex mechanics, thus being completely independent objects. In these games,
the intended message is set in the forefront, users become rapidly aware that the
main goal of the experience is not pure entertainment. Serious games find their
natural application in teaching environments. In the context of cultural heritage,
their use has been repeatedly tested with promising results concerning the learn-
ing experience. Some examples are “Icura” [13], “The battle of Thermopylae” [6]
and “Thiatro” [11,12]. For a full review of serious games for cultural heritage,
see [27].
    Re-establishing the connection between people and cultural heritage is a topic
that challenges modern museums as they struggle to find a place in the informa-
tion age. The definition given by the International Council of Museums states
that museums are institutions that should provide education, study and enjoy-
ment. The museum is, therefore, not only a place to learn but also a place people
may choose to look for enjoyment. One of the ways museums can provide enjoy-
ment is by satisfying curiosity about cultural heritage. It is therefore necessary
to elicit this curiosity in order to let people rediscover museums. Serious games,
being designed for learning tasks, tend to be based on an extrinsic motivation
provided by the learning environment or by rewards favouring task completion
as it is supposed to be done. Extrinsic motivation is known, however, to have a
detrimental effect on intrinsic motivation [9]. As curiosity is an intrinsic moti-
vational force, it cannot be elicited with due tasks, regardless of their gamified
looks. Intrinsic motivation comes from personal disposition of doing something
for its own sake, like to have fun: it is through this path that curiosity can be
activated.
    If we relate differences in game mechanics complexity, separating gamified
tasks from serious games with the specific goal of letting people have fun, we
obtain puzzles and playful games. The former are defined in the dictionaries as
toys, games or other contrivances to be solved by ingenuity or persistence. The
latter are much more complex to define but a common feature is that “[. . . ] a
good game is a machine that generates stories when people play it” [31, p.300].
Such games are of interest for museums as storytelling has an important com-
municative function in cultural heritage [2,19].
    In this work, we will examine the role playful games can have in generating cu-
riosity towards cultural heritage through technological approaches. While there
are many aspects of playful games that can help accomplish this goal, we will
concentrate on one particular feature that, in our opinion, has also the potential
to provide critical information to artificial intelligence systems for automated
narrative adaptation and guided tours: customised characters creation.


2   Just for fun

Although the positive impact of games in serious activities is proven, the main
reason why people play is simple: having fun. Gamified tasks and serious games
act as the classic spoonful of sugar, making due tasks less imposing but their
main goal is not to entertain people. On the other hand, entertaining media,
like movies, have the power to influence people’s opinions and motivation. Re-



                                     19
sults presented in [5] showed that, seeing the “JFK” movie was associated with
a significant decrease in viewers’ reported intentions to vote or make political
contributions. The study presented in [8] showed that “Malcolm X” significantly
increased people awareness concerning discrimination issues. More recently, [1]
showed that both “The rainmaker” and “As good as it gets” increased people’s
support for Obama’s Affordable Care Act. It is not uncommon, today, to see
digital games adopt complex themes like the risks involved in pervasive surveil-
lance systems depicted in “Watchdogs” and the metaphor of racial hate used in
“Deus-Ex: mankind divided”. The line separating a serious game from a playful
game, in the cultural heritage field, is subtle as both include fun and cultural
components. Serious games appear to be more common and aim at improving
the quality of the learning experience. Playful games should aim, instead, at
increasing the general curiosity of people towards cultural heritage. The impor-
tance of storytelling to deliver such contents is well established and, nowadays,
interactive applications are common. In the case of games, however, being in-
teractive is not enough: player choices must have a clear impact on the story
being told, thus evoking a sense of agency. Agency may be obtained in multiple
ways, like with branching stories. It represents a fundamental component for
successful games: professional designers highlight that “[. . . ] a failure to provide
a convincing sense of agency is frequently a reason that game scenes (or entire
games) fall flat” [17, p. 106].
    Although artificial intelligence has been traditionally used in digital games
to act as the player’s opponent and to control virtual allies, experimental ap-
proaches use it to monitor user choices to dynamically adjust the narrative.
These challenge traditional theoretical frameworks of narrative description [22].
They may take into account, for example, the manually annotated tension of
narrative events, as in “Façade”, or the user inclination towards specific playing
styles to predict emotional feedback [16]. These systems appear, however, not to
be taking full advantage from mechanics traditionally used in the gaming world
to support the emergence of engaging, collaboratively built narratives. Among
these, customised character creation is the most relevant.


3     Customised characters

Character creation has multiple applications in the framework of cultural her-
itage enjoyment. In this section we examine the potential impact of this mechan-
ics in the field of AI for cultural heritage.


3.1   Collaborative narrative

AI-controlled narrative systems appear to start from a common assumption: the
player is totally unknown to the system when the game begins. This, however, is
rarely the case with playful games. First of all, it is mandatory for these to pro-
vide an invitation to play. When accepted, this testifies the user’s will of entering



                                       20
lusory attitude: the “curious state of affairs wherein one adopts rules which re-
quire one to employ worse rather than better means for reaching an end” [32, p.
23]. This element is critical for technological systems as it gives users a socially
acceptable reason to contribute to narrative building, through the constraints
established by the game. Professional game designers stress that “crafting this in-
vitation to play, making it visceral and compelling to your target audience, is an
important part of playcentric design” [14, p. 56]. Through the ways a player can
contribute to the narrative, the system should try to adapt the story. Meaningful
choices are a widely used element to involve people in shaping the narrative but
game designers have also devised other means to accomplish this. Role playing
games (RPGs), in particular, have explored the topic substantially with great
success. While RPGs have been proposed for cultural heritage, there is still con-
fusion about the relationship between the player and player controlled characters
(if they are even present). One common misunderstanding lies in assuming that
the player is the character. In RPGs, the player creates a character she would like
to guide through the narrative by exploiting his capabilities and, as importantly,
dealing with his deficiencies. While the classic “Dungeons and Dragons” (Gygax
& Arneson, 1974) mechanics dealt most with defining action-oriented activity,
there are other role-playing games that greatly focus on the character creation
system by adding, for example, rules to balance virtues and disadvantages, as in
the case of “Cyberpunk 2020” (Talsorian Games, 1988) and of the Storytelling
system introduced by the more recent “World of Darkness” (White Wolf Gaming
Studio, 2004). From the point of view of artificial storytelling, RPGs have the
additional advantage of being designed to be played by small groups of people,
which is of interest for cultural heritage [3,10]. The social component that comes
from creating collaborating characters is a strong feature of this kind of game:
the range of available abilities is wide and it is not possible for a single character
to master them all. RPGs are designed in such a way that small groups of people
can describe the role they would like to have in shaping the narrative together,
which is also of interest for cultural heritage [30,21]. This, combined with social
data coming from sources normally used for recommendation (see [28,29]) may
yield critical insight to start adapting the narrative to the group even before the
beginning of the experience.

3.2   Emotion elicitation
Playful games should provide fun to the players. Fun is a strongly emotional
concept and can be defined as “pleasure with surprises” [31, p. 36]. Character
creation is an activity that provides a lot of fun, as testified by the success of
pen-and-paper RPGs but also by digital games like “the Sims”. Attachment to
the created characters is a powerful key to elicit players emotions, as shown
by the “XCOM” series through the use of permadeath. Fun games, therefore,
elicit emotions and characters are a strong mean to access the players’ mind as
they “[. . . ] often wince in imagined pain upon seeing their avatar suffer a blow
or sigh in relief upon seeing their avatar escaping physical harm.” [31, p. 348].
The player builds strong empathic ties with her characters as she shapes them.



                                       21
While empathy towards virtual characters is taken into account when designing
virtual companions for guided tours, as in the case of “A stroll with Carletto”
[7], customised characters have the potential to go beyond simple sympathy and
activate the cognitive mechanisms related to emotions. This is the case of regret
[18] as a consequence of agency because “[. . . ] what matters for feeling regret is
that the individual represents - even a posteriori - the situation as a choice” [26,
p. 89]. In RPGs, players gamble the result of their creative effort, characters, by
exposing them to a story that may damage, or even destroy, them. The menace of
impending punishment on the character is one of the key components in making
a game fun, as the risk of experiencing it creates endogenous value, provides
excitement and increases challenge [31] by anticipating possible regret. Relief,
on the other hand, “[. . . ] increases with effort expenditure” [26, p. 106] which, in
games, is provided by the challenges created through mechanics. Automatically
balancing the challenge while keeping consistency with player expectations is an
important task usually assigned to AI systems in digital games. From the player’s
point of view, preventing the threat of seeing her characters harmed creates
the first component of fun: pleasure. Stories, on the other hand, are designed
to provide the second component of fun: surprises. The relationship between
surprise and curiosity is very strong and, in general, surprising events have the
potential to generate curiosity. According to [24], curiosity reflects the desire to
close inherently unpleasant information gaps. This desire, however, depends on
the perceived likelihood that the gap will be closed by accessing information.
[25]. Moreover, it has also been suggested that “[. . . ] the amount of pre-existing
knowledge in a particular domain may impact on the perceived likelihood of
closure” [26, p. 57]. Specifically, the more information one already possesses
on a certain domain, the more curious she becomes about the subject. This
implies that curiosity may arise not only by increasing the amount of information
available, but also by reducing the perceived size of the domain. Museums can
be intimidating for the general public as information gaps may be perceived as
less likely to be closed because of topics wideness. If the story is designed to
leave small information gaps, however, the interest domain will be constrained
to the story itself, which is more manageable and therefore likely to stimulate
curiosity. Information gaps in such stories should lie in the background and left
to be filled after the story has been told. Examples of how to accomplish this
may be recurring jokes, historical background and casual conversations among
non-playing characters.


3.3   Support the visit

In our view, as playful games are meant to stimulate curiosity towards cultural
heritage, they must be conceived to be experienced off-site: the playful compo-
nent must not interfere with on-site activities aimed at delivering the informa-
tion. Customised characters may constitute an element of continuity between
the different phases of cultural heritage experience described in [23]. They may
accompany the transition from a playful activity, the game, to a serious one, the



                                       22
visit, to the last one, summarisation. Their use may solve a number of prob-
lems interactive avatars have. First of all, when a user activates such a guide, a
phase of acquaintance is necessary either to introduce the virtual character or
simply the user interface. This implies a novelty effect that may interfere with
the learning experience until it wears off, as shown by [20]. By allowing the au-
tomated guide system to assume the looks of the customised character, however,
this effect may be reduced. Having a well known character associated with a
playful experience also introduces the possibility of exploiting the power of the
story in a completely new way. In museums, it has been observed that removing
the object from its original context has the detrimental effect of atomisation.
Stories, however, have the power to reinstate the context lost by atomisation
while creating meaning, relevance and empathy [15]. The idea of putting sto-
ries before collections for museums has been explored in [4]. By observing the
engagement readers displayed towards journalistic material combining rigorous
research with vivid storytelling, the authors tested the same approach in muse-
ums. Specifically, they observed that people resisted to cognitive kickouts aimed
at providing deeper contents and chose not abandon the story. This problem
may arise because the two moments were mixed up: the engaging power of the
narrative may prevent the user to access deeper contents while the story is being
told. In order to separate the two phases, it may be necessary to provide a strong
element of continuity to make people perceive information gaps as more likely
to be closed. Customised characters, using their empathic value, can appeal to
a powerful contextualisation strategy: recall of a shared experience. Specifically,
the character can insert references to the story she lived with the player so that
context is not built during the visit but is first provided off-site and then evoked
on-site.


4   Conclusions
Numerous digital games have been designed to support cultural heritage but
the majority of these appear to fall into the serious games category, as teaching
is their main goal. Switching to a view that considers pure entertainment as
the objective, however, we hypothesise that it is possible to recover concepts
and mechanics coming from the digital gaming industry to stimulate curiosity
towards cultural contents. We highlighted how the use of customised characters
can support long-term interaction with cultural contents, social enjoyment of
museums and AI controlled narrative development.
    Future work will consist in producing prototypes to evaluate the impact of
this particular mechanics and to explore the potential of other strategies used
in playful games to stimulate curiosity towards cultural heritage.


References
 1. Adkins, T., Castle, J.J.: Moving pictures? experimental evidence of cinematic in-
    fluence on political attitudes. Social Science Quarterly 95(5), 1230–1244 (2014)




                                      23
 2. Bedford, L.: Storytelling: The real work of museums. Curator: the museum journal
    44(1), 27–34 (2001)
 3. Belinky, I., Lanir, J., Kuflik, T.: Using handheld devices and situated displays for
    collaborative planning of a museum visit. In: Proceedings of the 2012 International
    Symposium on Pervasive Displays. p. 19. ACM (2012)
 4. Birchall, D., Faherty, A.: Big and slow: adventures in digital storytelling. In: Proc.
    of Museums and the web (2016)
 5. Butler, L.D., Koopman, C., Zimbardo, P.G.: The psychological impact of view-
    ing the film "jfk": Emotions, beliefs, and political behavioral intentions. Political
    psychology pp. 237–257 (1995)
 6. Christopoulos, D., Mavridis, P., Andreadis, A., Karigiannis, J.N.: Using virtual
    environments to tell the story:" the battle of thermopylae". In: Games and Virtual
    Worlds for Serious Applications (VS-GAMES), 2011 Third International Confer-
    ence on. pp. 84–91. IEEE (2011)
 7. Damiano, R., Gena, C., Lombardo, V., Nunnari, F., Pizzo, A.: A stroll with car-
    letto: adaptation in drama-based tours with virtual characters. User Modeling and
    User-Adapted Interaction 18(5), 417–453 (2008)
 8. Davis, D.W., Davenport, C.: The political and social relevancy of malcolm x: The
    stability of african american political attitudes. The Journal of Politics 59(02),
    550–564 (1997)
 9. Deci, E.L., Koestner, R., Ryan, R.M.: A meta-analytic review of experiments exam-
    ining the effects of extrinsic rewards on intrinsic motivation. Psychological bulletin
    125(6), 627 (1999)
10. Dim, E., Kuflik, T.: Automatic detection of social behavior of museum visitor pairs.
    ACM Transactions on Interactive Intelligent Systems (TiiS) 4(4), 17 (2015)
11. Froschauer, J., Arends, M., Goldfarb, D., Merkl, D.: Towards an online multiplayer
    serious game providing a joyful experience in learning art history. In: Games and
    Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International
    Conference on. pp. 160–163. IEEE (2011)
12. Froschauer, J., Merkl, D., Arends, M., Goldfarb, D.: Art history concepts at play
    with thiatro. Journal on Computing and Cultural Heritage (JOCCH) 6(2), 7
    (2013)
13. Froschauer, J., Seidel, I., Gärtner, M., Berger, H., Merkl, D.: Design and evalu-
    ation of a serious game for immersive cultural training. In: Virtual Systems and
    Multimedia (VSMM), 2010 16th International Conference on. pp. 253–260. IEEE
    (2010)
14. Fullerton, T.: Game design workshop: a playcentric approach to creating innovative
    games. CRC press (2014)
15. Haven, K.F.: Story proof: The science behind the startling power of story. Green-
    wood Publishing Group (2007)
16. Hernandez, S.P., Bulitko, V., Spetch, M.: Keeping the player on an emotional
    trajectory in interactive storytelling. In: Eleventh Artificial Intelligence and Inter-
    active Digital Entertainment Conference (2015)
17. Heussner, T., Finley, T.K., Brandes-Hepler, J., Ann, L.: The game narrative tool-
    box. OUP Oxford (2014)
18. Higgins, E.T.: Promotion and prevention: Regulatory focus as a motivational prin-
    ciple. Advances in experimental social psychology 30, 1–46 (1998)
19. Johnsson, E.: Telling Tales: A guide to developing effective storytelling programmes
    for museums. Museums Hub (2006)




                                         24
20. Kanda, T., Hirano, T., Eaton, D., Ishiguro, H.: Interactive robots as social partners
    and peer tutors for children: A field trial. Human-computer interaction 19(1), 61–84
    (2004)
21. Katifori, A., Perry, S., Vayanou, M., Pujol, L., Chrysanthi, A., Ioannidis, Y.: Cul-
    tivating mobile-mediated social interaction in the museum: Towards group-based
    digital storytelling experiences. In: Proc. of Museums and the Web (2016)
22. Koenitz, H.: Towards a specific theory of interactive digital narrative. Interactive
    Digital Narrative pp. 91–105 (2015)
23. Kuflik, T., Wecker, A.J., Lanir, J., Stock, O.: An integrative framework for extend-
    ing the boundaries of the museum visit experience: linking the pre, during and post
    visit phases. Information Technology & Tourism 15(1), 17–47 (2015)
24. Loewenstein, G.: The psychology of curiosity: A review and reinterpretation. Psy-
    chological bulletin 116(1), 75 (1994)
25. Loewenstein, G., Adler, D., Behrens, D., Gillis, J.: Why pandora opened the box:
    Curiosity as a desire for missing information. Unpublished manuscript, Department
    of Social and Decision Sciences, Carnegie Mellon University, Pittsburgh, PA (1992)
26. Miceli, M., Castelfranchi, C.: Expectancy and emotion. OUP Oxford (2014)
27. Mortara, M., Catalano, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis,
    P.: Learning cultural heritage by serious games. Journal of Cultural Heritage 15(3),
    318–325 (2014)
28. Rossi, S., Barile, F., Improta, D., Russo, L.: Towards a collaborative filtering frame-
    work for recommendation in museums: from preference elicitation to group visits.
    In: Proc. of the International workshop on data mining on IoT Systems (2016)
29. Rossi, S., Cervone, F.: Social utilities and personality traits for group recommenda-
    tion: a pilot study. In: Proc. of the International conference on Agents and artificial
    intelligence. vol. 1, pp. 38–46 (2016)
30. Roussou, M., Pujol, L., Katifori, A., Chrysanthi, A., Perry, S., Vayanou, M.: The
    museum as digital storyteller: Collaborative participatory creation of interactive
    digital experiences. In: Proc. of Museums and the web (2015)
31. Schell, J.: The art of game design. CRC Press (2015)
32. Suits, B.: The Grasshopper: Games, Life and Utopia. Broadview Press (1990)




                                         25