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Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats"
Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats"
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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
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