Changing social behavior through game elements

From fundamental to applied research through games

Poster presentation at Games for Health Europe 2012:

 

Rules guide behavior

In this research project the goal is to investigate social behavior change

Written by Jasmijn van Weenen, CRISP member I-PE, The Patchingzone. In 2012, the Patchingzone launched Streetwise Billboards: a project in which the Patchingzone’s team, together with students of Zadkine South, a Rotterdam based vocational school, are developing an urban street game that not only aims to create playful urban environments but also tries to increase social c

The following position paper proposes a general theoretical model for persuasive game design as practised by G-Motiv. This model combines existing theories on persuasive technology, serious gaming, and gamification. The model is based on user experience, gamification design, and transfer effects.

Valentijn Visch project leader G-Motiv

I published an article about robots in healthcare for the online magazine 'Waterstof' of the 'Waterlandstichting'.

Over 5000 participants visiting the Innovation Relay fair resulted for SELEMCA in a long day of scientific outreach, lobbying, and sentisizing the public with robots.

Reaction from Pepijn Rijnbout, PhD candidate at Playful Interactions at TU/e: “The collaboration between science and business was discussed multiple times at the CRISP Visits to Ranj. Ranj is a dynamic company in which most projects do not have a long timespan.

Within the G-MOTIV project, serious game developing partner RANJ is currently applying gamification at the Wuppermann steel factory in the Netherlands. Dutch newspaper, The Volkskrant,  recently published an article on this project and how gamification is used at other companies in the Netherlands.

If the first Design for Dementia event from the 15th of October had to be described in some key-words, they would be: active, innovative and socially interactive. About thirty participants made the Active Cues kick-off a big success. Actice Cues is part of the G-MOTIV project and entails the stimulation of physical exercise for elderly with dementia.

From 23 December 2014 until 8 March 2015, the Cure and Care exhibition on health and healthcare will take place at the Taiwan Design Museum in Taipei (Taiwan). This exhibition shows products that contribute and allow a longer and more independent quality of life.