To tackle this issue we needed to help people achieve long-lasting, desired behavioural change. We turned to knowledge evolving from the serious gaming industry. The game elements of fantasy, challenge and action-consequences are known to be powerful tools for motivation.
What questions were answered?
Teams from 5 universities, creative partners, service providers and application builders have worked together to answer the question: How can game elements affect user motivation for behavioural change?
What have the teams achieved?
Case-validated generic knowledge that can be applied to PSS applications aimed at changing human behaviour.
Timeframe and communication:
G-MOTIV has started in 2011 and finished in 2015. The project has generated innovative scientific knowledge in the forms of peer-reviewed journal articles, PhD theses and industry-conferences. Throughout the project, we have communicate information and results via this website.
Who was involved?
Scientific partners: Delft University of Technology, University of Amsterdam, Vrije Universiteit, Erasmus University and the Technical University Eindhoven;
Creative partners: Design Academy Eindhoven, Monobanda, IJsfontein, RANJ, Novay
Service Providers: Berenschot, Humanitas, Parnassia
Application builders: Novay.
Dr. Valentijn Visch, Delft University of Technology
Prof. dr. Paul Hekkert, Delft University of Technology
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- digital game to study social experiences and behaviour.
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