Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

Similar documents
Chapter 4 Summary Working with Dramatic Elements

Questionnaire for your Coaching Strategy Session

Quiddler Skill Connections for Teachers

Robin Gaines Lanzi, PhD, MPH

IMGD 1001: Fun and Games

1 Ange Anglade Module One. Release The Weight That s Holding You Back WORKBOOK. Determine Your Why. It s All About You

IMGD 1001: Fun and Games

the gamedesigninitiative at cornell university Lecture 25 Storytelling

These slides were created by Michael A. Britt, Ph.D., host of The Psych Files podcast. The slides accompany episode #115, which can be viewed by

Applying Behavioural Economics to Move to a More Sustainable Future

Designing serious games

Harris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013

Critical and Social Perspectives on Mindfulness

Chapter 7A Storytelling and Narrative

Reciprocating Trust or Kindness

the role of mobile computing in daily life

Designing an Obstacle Game to Motivate Physical Activity among Teens. Shannon Parker Summer 2010 NSF Grant Award No. CNS

Speaking with One Voice Unifying Scripps Under a Master Brand Strategy

Older adults attitudes toward assistive technology. The effects of device visibility and social influence. Chaiwoo Lee. ESD. 87 December 1, 2010

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

Story-Structure-Bham Friday 8 January Riverchase Galleria - Birmingham AL Douglas Robinson Meeting Notes: SILENTLY PUBLISHING

Dbt mindfulness games online

What is Smiling Mind?

Feasibility and Acceptability of Interactive Digital Learning for Children with Diabetes Mellitus Type 1

Mindfulness and Compassion as the Foundations of Well-being

Development of an Acceptance Theory for Digital Financial Services. Masterarbeit

A Few House Rules for Arkham Horror by Richard Launius

Human-computer Interaction Research: Future Directions that Matter

Issue Overview: Do video games cause violence?

Running head: IMPACT OF VIOLENT VIDEO GAMES 1

The Five Competencies

Impacts of Forced Serious Game Play on Vulnerable Subgroups

The Effects of Mindfulness on Teacher Self-Efficacy with Teacher Candidates

Managing Difficult Conversations: Quick Reference Guide

Client Communication: Strategies for effective interaction with clients

Technology in Exercise-Based Cancer Rehabilitation

Tom Smith. Introductory Profile 10 August Your top unrealised strength COMPETITIVE. Your top realised strength PRIDE

Skillful Negotiation for Couples

WHY FLUENCY IN VALUES MATTERS AT SCHOOL. by ROSEMARY DEWAN, CEO Human Values Foundation

Care-receiving Robot as a Tool of Teachers in Child Education

Good afternoon everyone. Thank you to the Games for Change Festival organizers for the opportunity to speak today.

Basic Probability Ideas. Experiment - a situation involving chance or probability that leads to results called outcomes.

Extended Definition Essay: Violent Video Games

P R E S E N T E D B Y. to Get the Story

E-GUIDE. Nonprofit Storytelling Mini-Guide. NetworkForGood.com

How many hours per day (or per week) do you spend playing computer games?

FLAKTEST GAMING HIGH SCHOOL ESPORTS CLUB

The Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University

Important note To cite this publication, please use the final published version (if applicable). Please check the document version above.

Self-Awareness Questionnaire for Abundant Health and Healing

Mindful Leadership. Masterclass at London Mindful 11 May Wibo Koole, director

Communication and Culture Concentration 2013

By Night Studios: Basic Combat System Overview

THE FUTURE OF STORYTELLINGº

* How many total outcomes are there if you are rolling two dice? (this is assuming that the dice are different, i.e. 1, 6 isn t the same as a 6, 1)

The most important game design skill

ASKING STRATEGIC QUESTIONS.org

Games: What Are They? Topics in Game Development UNM ECE 495/595; CS 491/591

Fib or Fact: A Game of Feelings Stories

the gamedesigninitiative at cornell university Lecture 26 Storytelling

30 Day Affirmation Challenge

Professor Amanda Maitland KOTESOL Conference

Mindfulness, art and performance

Supporting medical technology development with the analytic hierarchy process Hummel, Janna Marchien

San Splendido. Introduction. Outline. Example. Rules of Play. A free-form game for military language training by Tom Mouat.

Study of Relationship between Mindfulness and Study Engagement among University Students

THE POSITION OF THE USER EXPERIENCE IN THE ACADEMIC LIBRARY

PAGE 02 OUR BRAND POSITIONING

CONSTELLATING MY SYSTEM (DEVELOPING SELF AWARENESS) LEADERSHIP AND STRATEGIC MANAGEMENT. Darcy Luoma Coaching & Consul3ng, LLC 9/29/15

Make an Executive Decision to Fight Cancer.

PATTERNS IN GAME DESIGN

Virtual Reality: The next big transformational learning technology. Kallidus VR in L&D Study. kallidus.com/vr

Le Jardin Academy PYP Program of Inquiry

Welcome to our 10 Day Affirmations Challenge!

MCGILL CENTRE FOR THE CONVERGENCE OF HEALTH AND ECONOMICS (MCCHE)

Arts Catalyze Placemaking Webinar: Self-Reporting Requirements

A Study of Design that Understands the Influences on the Changes of Information Processing Ability of Users

Game Designers. Understanding Design Computing and Cognition (DECO1006)

Game Design Exegesis

7/28/2010. Socially isolated individuals are at a higher risk for depression and suicide

Incoherent Dialogue in Fallout 4

Practical Brain-Focused Strategies for Working with Depression

Humans of Planet Earth. Capturing life on film, one roll at a time. Est rolls contributed to the project so far.

Violent Video Games A presentation by: The Be the Change Campaign

Part 5 Mindful Movement and Mindfulness and Change and Organizational Excellence (Paul Kurtin)

Evaluation and impact assessment of Citizen Science: what s the value for projects and for research funding policies?

[Type text] Term Colour Term Colour Term Colour % Grade 50 Emerging 75 Emerging Expected + 95 Expected

GamECAR JULY ULY Meetings. 5 Toward the future. 5 Consortium. E Stay updated

Maximizing Effectiveness of Educational Games through Gaming Experience

CRITERIA FOR AREAS OF GENERAL EDUCATION. The areas of general education for the degree Associate in Arts are:

HARAMBEE HOUSE OF WELLNESS

Getting to Know Characters

Ages: 8+ Players: 1-6

JACKCANFIELD PEAKPERFORMANCEPRINCIPLES HOWTOBOOSTYOUR SELF-ESTEEMAND DISCOVERYOURPURPOSE

FREE PDF REVEALS : THE STORY CODE BLUEPRINT UNCOVERING YOUR STORY AND YOUR MESSAGE TO BUILD YOUR BRAND

NARRATION AND ECOLOGICAL POINT OF VIEW IN SCOTT O DELL S ISLAND OF THE BLUE DOLPHINS (A YOUNG ADULT LITERATURE) Widyastuti Purbani

Translational scientist competency profile

Russellville School District STEM Pathways

Discover Your CORE VALUES ERINBRAFORD

An Integrated Expert User with End User in Technology Acceptance Model for Actual Evaluation

Transcription:

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related Outcomes in an Action-Adventure Health Game Debra A. Lieberman UC Santa Barbara Action-adventure video games often provide very engaging, dramatic story lines that draw players in, and attractive characters that players care about deeply. Players are compelled by the story, eager to see what will happen next, either as spectators or as interactive participants. Media audiences often identify with certain characters (Cohen, 2001) and empathize with them in their struggles. It is not surprising, then, to see how hard some video game players try to help them prevail. Dramatic narratives give players a reason to strive and a strong feeling of satisfaction when they succeed. Some studies of video game stories (e.g., Ricci & Beal, 2002; Schneider, Lang, Shin, & Bradley, 2004) find that they significantly contribute to players enjoyment and identification, and can increase aggressive behavior and learning. Narrative creates emotion and context, and provides a framework to help people remember events and the information conveyed by those events. This study investigates the role of video game narrative in the formation and strengthening of health-related attitudes. It hypothesizes that the attitudes most affected by narrative devices in a game will be those that involve emotion and empathy for characters. In addition to participating in a great story, some games give players opportunities to nurture a character who needs their help. Character nurturing may heighten players feelings of

caring and compassion and, with a character s well-being at stake, the nurturing aspect of video game narrative may increase players motivation to pay attention, learn, and win. The study also looks at the other extreme pure game-play. What happens when the narrative is reduced significantly, so that the player is mainly focusing on game mechanics, which are the physical actions needed to win the game? This study hypothesizes that health-related mechanics that are aligned with the game mechanics will be learned and remembered the most, if the player is enacting those mechanics repeatedly, with no characters or story lines to distract their attention from the task at hand. Cognitive Load Theory is relevant here, because the player is able to employ their full cognitive capacity on game-play without allocating any of it to following a story line or thinking about, or having feelings for, the characters. It has been noted by expert game players that they have learned to ignore and see through the story line of a video game in order to allocate all their attention to the game-play mechanics, focusing instead on the essence of the game: its strategies and game challenges. The study was conducted with the cancer education game, Re-Mission, produced by nonprofit organization Hopelab for teens and young adults who have cancer. It was designed to improve their cancer knowledge, adherence to cancer treatment plan, selfefficacy for cancer self-care, and quality of life related to cancer. A randomized trial found that Re-Mission significantly improved these outcomes with cancer patients (Beale et al., 2006). A subsequent study found that the game changed and strengthened attitudes that predict prevention and adherence behaviors. It found that, compared to a control game that had no health content, playing Re-Mission led to significantly higher cancer

knowledge, perceived susceptibility, perceived severity, and self-efficacy for adherence to a cancer treatment plan if ever needed (Lieberman, 2006). For the current study, Re-Mission was modified into five versions with varying levels of narrative and nurturing. One version of the game was the original version, and there was also a High narrative/high nurturing version containing more dramatic action and more images and backstory for the cancer patients in the story whose cancer the player was going to fight, and voice-overs of the characters, thanking the player for their help; a High narrative/low nurturing version with the identify of the cancer patients removed and instead the player was asked to fight cancer in the human body; a Low narrative/high nurturing version, with all the dramatic elements and almost all character interactions removed; and a Low narrative/low nurturing version. A randomized study of 488 young adults compared the impacts of the five game versions on the same health outcomes that were known to be influenced by Re-Mission, from the previous study. It also looked at related outcomes involving players' cancer-related knowledge, attitudes, emotions, self-concepts, self-efficacy, information seeking, and intentions to prevent and treat cancer. The study compared the Low narrative/low nurturing version, the original Re- Mission game, and the High narrative/high nurturing version. As expected, the study found that the outcomes most affected by emotions, empathy, and nurturing were most strongly affected by the High narrative/high nurturing version. These included perceived susceptibility for getting cancer (p<.05) and self-efficacy for cancer prevention behavior (p<.01). Participants in this group agreed the most highly with statements such as, I

wanted the patients to get well (p<.05). Also as expected, the outcomes related to health mechanics involving chemotherapy, which was used as a weapon to kill cancer cells constantly throughout the game in all five versions of the game, were strongest among participants who played the Low narrative/low nurturing game version, which focused entirely on shooting chemotherapy and did not have a story line to distract attention or characters to care about and nurture. For example, participants in this group agreed significantly more strongly with the statement, Chemotherapy would help cure me if I ever got cancer (p<.05). Also, this group scored the highest in perceived self-efficacy for adherence to a chemotherapy treatment plan if ever needed (p<.05). This study provides evidence supporting several principles of health game design to use in future health games. It identifies health outcomes associated with emotions, empathy, and nurturing, and if those outcomes are the goal of the game then it would be useful to create a game that engages the players emotions through narrative and nurturing. The study also identifies health outcomes associated with health mechanics, such as administration of chemotherapy and trust in the response efficacy of chemotherapy. Future health games aimed at instilling these attitudes would be better designed if they focused on pure game-play as a way to teach and rehearse the health mechanics used in the game, with no distracting story line to interfere with learning and attitude change. More research in this area is needed, to help us better understand these processes of health-related learning, skill development, and behavior change. However, this study is an intriguing beginning.

References Beale, I. L., Kato, P., Marin-Bowling, V., Guthrie, N., & Cole, S. (2006). Improvement in cancer-related knowledge following use of a psycho-educational videogame for adolescents and young adults with cancer. Journal of Adolescent Health, 41, 263-270. Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 4, 245-264. Lieberman, D. A. (2006). Re-Mission as an intervention for healthy lifestyles: Impacts of a cancer video game on healthy young adults. Presentation at the annual Games for Health Conference, Baltimore. Ricci, C., & Beal, C. (2002). The effect of interactive media on children s story memory. Journal of Educational Psychology, 94, 138-144. Schneider, E., Lang, A., Shin, M., & Bradley, S. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video game. Human Communication Research, 30, 361-375.