Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding
- 2.6k Downloads
In this paper we present a game-based approach to stop a driver from speeding by means of social persuasion. The approach utilizes a digital game played by a passenger inside the car. The game serves as a mediatory artifact, which translates the speed of the car into in-game events, thus, nudging the passenger to communicate with the driver about his/her driving behavior. As a game we used Tetris, which was coupled to the speed of a virtual vehicle in our driving simulator. We designed four different in-game representations of the real car data and examined, which of these designs is most suitable to trigger an intuitive, understandable linkage between the speeding behavior and the corresponding in-game events in order to enable a prompt intervention of the passenger. We evaluated the four designs in an exploratory user study. Our findings highlight the feasibility of our approach, as even passengers, who were rather uninvolved in the driving task, were successfully encouraged to slow down the driver. Based on our study results, we recommend a hybrid design strategy for the game, between designing for a dynamically increasing in-game challenge to foster passenger engagement based on fun, and simultaneously intervening dynamically in the playability of the game to foster communication with the driver to pave the way for social persuasion in the car.
KeywordsPersuasive game design Social persuasion Automotive domain
The financial support by the Austrian Federal Ministry of Science, Research and Economy and the National Foundation for Research, Technology and Development is gratefully acknowledged (Christian Doppler Laboratory for Contextual Interfaces).
- 1.Bergen, B.K.: Louder than Words: the New Science of How the Mind Makes Meaning. Basic Books, New York (2012)Google Scholar
- 2.Bogost, I.: Persuasive Games: the Expressive Power of Videogames. MIT Press, Cambridge (2007)Google Scholar
- 3.Brunnberg, L., Juhlin, O.: Motion and spatiality in a gaming situation–enhancing mobile computer games with the highway experience. In: Proceedings of Interact 2003 (2003)Google Scholar
- 4.Forlizzi, J., Barley, W.C., Seder, T.: Where should i turn: moving from individual to collaborative navigation strategies to inform the interaction design of future navigation systems. In: Proceedings of CHI 2010. ACM (2010)Google Scholar
- 5.Gärtner, M., Meschtscherjakov, A., Maurer, B., Wilfinger, D., Tscheligi, M.: Dad, stop crashing my car!: Making use of probing to inspire the design of future in-car interfaces. In Proceedings of AUI 2014. ACM (2014)Google Scholar
- 6.Mayring, P.: Qualitative content analysis. In: Flick, U., von Kardoff, E., Steinke, I. (eds.) A Companion to Qualitative Research. Sage, London (2004)Google Scholar
- 7.Perterer, N., Sundström, P., Meschtscherjakov, A., Wilfinger, D., Tscheligi, M.: Come drive with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance. In: Proceedings of the CSCW. ACM (2013)Google Scholar
- 9.Sjöblom, B.: Gaming as a situated collaborative practice. Human IT: J. Inf. Technol. Stud. Hum. Sci. 9(3), 128–165 (2013)Google Scholar
- 10.Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: key issues, process model, and system features. Commun. Assoc. Inf. Syst. 24(1), 28 (2009)Google Scholar