2013
DOI: 10.1007/978-3-642-37157-8_15
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Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior

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Cited by 24 publications
(35 citation statements)
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References 14 publications
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“…Drawing on the work of Benford and colleagues [2] and Montola [20] (who explored positive-negative experiences in extreme role-playing games), Marsh & Costello [18] point out that a focus on enjoyment may lead designers to see negative affect as something to avoid at all costs. Such an approach potentially makes it harder to offer players alternative experiences that are both deep and powerful.…”
Section: Games That Aren't Exactly "Fun"mentioning
confidence: 99%
See 2 more Smart Citations
“…Drawing on the work of Benford and colleagues [2] and Montola [20] (who explored positive-negative experiences in extreme role-playing games), Marsh & Costello [18] point out that a focus on enjoyment may lead designers to see negative affect as something to avoid at all costs. Such an approach potentially makes it harder to offer players alternative experiences that are both deep and powerful.…”
Section: Games That Aren't Exactly "Fun"mentioning
confidence: 99%
“…Marsh and Costello [18] mention plans to evaluate serious experience within a Great Barrier Reef game, but this appears to be work in progress. Apart from stressing the need to consider lingering experiences in addition to moment-by-moment play, it is not clear how the authors plan to assess their game.…”
Section: Serious Experience In Digital Gamesmentioning
confidence: 99%
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“…It appears that the 'short and sweet' nature of the installation was a double edged sword: participants took part because it was quick and easy, but they soon forgot about the messages and did not think about them very deeply. Added to the fact that a small number of participants considered the humorous tone of the intervention to be at odds with the serious nature of the subject matter, there are questions yet to be answered around the extent to which this approach is likely to resonate with individuals [29] and lead to long term changes.…”
Section: Limitationsmentioning
confidence: 99%
“…Marsh & Costello [10] argue that a focus on fun could lead designers to take a shallow approach to gameplay, thus making it harder to offer player experiences that are both deep and powerful. Building on previous work, such as Benford et al [2], and Montola [12], they introduce the term "serious experience" to cover experiences that are (1) uncomfortable, negative and/or unpleasant, and/or (2) entertaining without being exclusively fun (e.g., by being thought-provoking or alternating between positive and negative experience).…”
Section: Serious Experience In Gamesmentioning
confidence: 99%