Sustainable Development is in desperate need of understanding human behaviour. Most issues that are considered vital require being tackled from the ground up. However, other fields have to be pulled in to make sense of behavioural patterns. These are Persuasive Technology, Human-Computer-Interaction, Design and Motivational Psychology.
Grounding the argumentation on these schools of thought, this book argues that a smartphone game provides a wide range of capacities that can inspire individuals to make changes in their lives that multiply and become behavioural patterns that in turn have considerable impacts with regards to many of Sustainable Development’s core issues such as Climate Change, economic, ecological and financial crises.
With an approach that focuses on personal wellbeing, playfulness and intrinsic motivation, individuals shall be excited for an in-game narrative that incentivises them to fulfil real-life challenges that will kick off positive, beneficial feedback.
From the text:
- Persuasive Technology;
- Motivational Psychology;
- Creating Critical Mass;
- Mindful Meerkats;
- Virtual Agents
Table of Contents
1 Introduction
1.1 The need for change
1.2 Problem Definition
1.3 Aim
1.4 Research Question
1.5 Procedure
2 Methodology
2.1 Literature Research
2.1.1 Relevant Disciplines
2.1.2 Conceptual Linkage of Literature
2.1.3 Literature bodies
2.2 Writing conduct: The Scientific Iteration Method
2.3 Mental Model – Assumed
3 Concepts &Theories
3.1 Persuasive Technology & Motivational Psychology: How does Behavioural Change occur?
3.1.1 Action/Behaviour/Habit
3.1.2 Motivation and other Psychological States
3.2 Conceptual Synthesis: An extended Behavioural Chain
3.2.1 Motivational Needs
3.2.2 Motivational Affordances
3.2.3 Psychological Outcomes
3.3 Persuasive Affordance
3.4 Creating Critical Mass – The Positive Feedback Loop Assumption
3.5 Research Framework
4 Where are we now? - Mindful Meerkats as a Work in Progress
4.1 Essential Mindful Meerkats Design Principles
4.2 Justifying the Name? Why Meerkats? Why Mindful?
4.3 Description of Motivational Affordances in Mindful Meerkats
4.3.1 Meeka as Virtual Agent
4.3.2 Mindful Meerkats as Hybrid of Social Network&Online Community
4.3.3 Data Collection and Feedback towards Mindfulness
4.3.4 Lookout Master Board and Best Burrow Board
4.3.5 Other Motivational Affordances in Mindful Meerkats to examine in Further Research
5 Motivational Affordances: Compiling Lessons from Case Studies
5.1 Virtual Agents – Finding Research to Scrutinise Meeka as Motivational Affordance
5.1.1 Analysis: Virtual Agent
5.1.2 Effectiveness for Behavioural Change: Studies of Cases of Virtual Agents
5.1.3 Applying Lessons from Psychology and Human-Computer-Interaction to Decipher Virtual Agents
5.2 An Online Society – Finding Research to Scrutinise Meekas & Meecats in Online Clans as Motivational Affordance
5.2.1 Analysis: Online Communities
5.2.2 Effectiveness for Behavioural Change
5.2.3 Applying Lessons from Psychology and Human-Computer-Interaction to Decipher Online Networks &Communities
5.3 Diary Elements and Personal Tracking – Finding Research to Scrutinise Feedback as Motivational Affordance
5.3.1 Analysis: Quantified Self & Big Data
5.3.2 Effectiveness for Behavioural Change: Quantified Self Case Studies
5.4 Visualised Ranking –Finding Research to Scrutinise Lookout Master Board &Best Burrow Board as Motivational Affordance
5.4.1 Analysis: Leaderboards
5.4.2 Effectiveness for Behavioural Change: An exemplary Leaderboard Case Study
5.4.3 Leaderboards As Persuasive Affordance
5.5 Persuasive Affordances as Culmination of Behavioural Insights
6 Design &Application– Applying Lessons
6.1 Insights for Mindful Meerkats from Motivational Affordances
6.1.1 Meeka as Virtual Agent
6.1.2 Mindful Meerkats as Online Community & Network
6.1.3 Quantified Self for Mindfulness
6.1.4 Lookout Master and Best Burrow as Leaderboards
6.2 Persuasive Affordances in Mindful Meerkats
7 Conclusion
7.1 Design Insights
7.2 Justification, Falsification, Deduction – Assumptions meet Research
7.3 Linearity vs. Complexity
8 Discussion
8.1 Novelty and Innovation
8.2 Further possible Research with and about Mindful Meerkats
8.3 Boundaries and Limitations
Research Goal and Thematic Focus
This work aims to investigate how a smartphone game application called 'Mindful Meerkats' can be designed to effectively induce short-term and long-term behavioural changes in its users, particularly regarding sustainable lifestyle practices. The research focuses on whether game design can be a catalyst for transforming passive habits into conscious, mindful choices through individual and social reinforcement.
- Theoretical foundations in Persuasive Technology and Motivational Psychology.
- Development of a 'Mental Model' for behavioural change via digital tools.
- Analysis of 'Motivational Affordances' like virtual agents, online communities, and leaderboards.
- Case study examinations of existing persuasive systems like Ingress, Geocaching, and Vlogbrothers.
- Integration of game design principles (Gamification) to address the 'attitude-behaviour gap'.
Auszug aus dem Buch
1.1 THE NEED FOR CHANGE
Sustainable Development is one of the most pressing issues of our time. The current trend of development of the socio-ecological system, that is our planet, is threatening the future of humankind. Admittedly, the planet will be capable of recovering after the human species would have been wiped from the face of the earth, but that can and should not be seen as a truly resilient solution to the economic and ecological (others would probably include social and financial as well) crises that the planet and its inhabitants are facing. Being the greatest contributor to its deterioration, whilst being – q.e.d. – the most intelligent creatures on the globe, humankind and leaders of it should feel a certain intrinsic motivation and accountability to find solutions. Aren’t we part of the global ecosystem after all?
In this introduction, I firstly want to provide a short analysis of the state of affairs to then secondly, suggest an explanation for the fact that it seems that we are stuck as humankind. The third section shall interpret the results to outline in what place this paper falls when accepting the conclusions.
The state of disaster, to put it demagogically and bluntly, in which we currently roam, is most impressively summarised by the Stockholm Resilience Center and their account for planetary boundaries (Rockström et al. 2009). In their account, which can be seen as a direct continuation of controversial pieces like Brundtland’s Our Common Future (WCED 1987)and Meadows’ Limits to Growth (2005), they identify nine global priorities to halt biophysical processes and phenomena which are risking the human future in the current trajectory. Out of the nine boundaries, four are already vastly surpassed. In an updated article, they provide scientific evidence for the transgression of the climate change -, loss of biosphere integrity -, land-system change integrity - and altered biochemical cycles boundaries. This could “drive the Earth System into a much less hospitable state, damaging efforts to reduce poverty and leading to a deterioration of human wellbeing in many parts of the world”(“Four of Nine Planetary Boundaries Now Crossed – University of Copenhagen” 2015).
Summary of Chapters
1 Introduction: Provides the context of sustainable development, defines the problem of behavioral inertia, and introduces the research question centered on the app 'Mindful Meerkats'.
2 Methodology: Details the interdisciplinary research approach involving Human-Computer Interaction, Psychology, and the 'Scientific Iteration Method' used to verify the study's core assumptions.
3 Concepts &Theories: Establishes the theoretical framework, connecting Fogg's Behavior Model, Self-Determination Theory, and Motivational Affordances to build a coherent behavioral change chain.
4 Where are we now? - Mindful Meerkats as a Work in Progress: Describes the design vision of the 'Mindful Meerkats' app, including its design principles and the specific motivational affordances like the virtual agent 'Meeka'.
5 Motivational Affordances: Compiling Lessons from Case Studies: Analyzes real-world persuasive systems such as Ingress, Geocaching, and Vlogbrothers to extract behavioral insights that apply to the design of Mindful Meerkats.
6 Design &Application– Applying Lessons: Synthesizes the theoretical findings and case study insights to provide specific scientific recommendations for the further design and development of the app.
7 Conclusion: Summarizes the key design insights and reflects on the initial assumptions in light of the research, confirming the complex, non-linear nature of behavioral change.
8 Discussion: Reflects on the novelty and innovation of using games for sustainability, discusses further research potential, and addresses the ethical boundaries and limitations of persuasive technology.
Keywords
Behavioural Change, Mindful Meerkats, Motivational Affordances, Gamification, Persuasive Technology, Sustainability, Human-Computer Interaction, Self-Determination Theory, Avatar, Quantified Self, Social Innovation, Behavior Model, Digital Design, Ingress, Sense of Community
Frequently Asked Questions
What is the core focus of this research?
The research explores how a smartphone-based game, 'Mindful Meerkats', can be utilized as a persuasive tool to inspire individuals to transition toward more sustainable lifestyles.
What are the central thematic fields?
The work integrates concepts from Motivational Psychology, Persuasive Technology, Human-Computer Interaction, and Design studies to understand human behavior and influence.
What is the primary aim or research question?
The core research question is: "Can 'Mindful Meerkats', a smartphone game application, be designed to be capable to induce short-term (and long-term) behavioural change?"
Which scientific methods are employed?
The author uses a 'Scientific Iteration Method', performing literature reviews of existing behavioral models (like the Fogg Behavior Model) and case studies (like Ingress) to verify and adjust the app's initial design assumptions.
What topics are discussed in the main body?
The main body covers the theoretical pillars of behavioral change, the development of the Mindful Meerkats app concept, a comparative analysis of existing persuasive games, and a synthesis of lessons learned for app design.
What are the key descriptive keywords?
The primary keywords include Behavioral Change, Motivational Affordances, Gamification, Persuasive Technology, Sustainability, and Human-Computer Interaction.
What makes 'Mindful Meerkats' unique as a game?
Unlike traditional entertainment games, it functions as a 'Social Learning' project and 'Research Tool' that merges virtual game state with real-world lifestyle attributes through user-driven data collection.
How does the author address the ethical concerns of data collection?
The author suggests using 'Transparent Intentions' and 'Empowering Surveillance' (a concept from Katie Shilton) to give users autonomy over their data, ensuring it is collected consensually to support personal growth rather than external control.
- Citation du texte
- Jonas Wolterstorff (Auteur), 2015, Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats", Munich, GRIN Verlag, https://www.grin.com/document/359296