Goal oriented model for persuasive storytelling in improved game experience for elderly

Serious games for health are beneficial in fostering a healthy aging population. However, health games are not as popular among elderly when compared to commercial games. From the inherent differences between health games and commercial games, and between elderly and the average player, the term “el...

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Main Author: Pan, Zhengxiang
Other Authors: Bao Te
Format: Thesis-Doctor of Philosophy
Language:English
Published: Nanyang Technological University 2021
Subjects:
Online Access:https://hdl.handle.net/10356/148695
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Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-148695
record_format dspace
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Social sciences::Psychology::Affection and emotion
Engineering::Computer science and engineering::Computer applications
spellingShingle Social sciences::Psychology::Affection and emotion
Engineering::Computer science and engineering::Computer applications
Pan, Zhengxiang
Goal oriented model for persuasive storytelling in improved game experience for elderly
description Serious games for health are beneficial in fostering a healthy aging population. However, health games are not as popular among elderly when compared to commercial games. From the inherent differences between health games and commercial games, and between elderly and the average player, the term “elderly health game experience” was identified and explained. This thesis delves into assessing aspects that are unique to the elderly health game experiences (EHGE), and subsequently, methods to enhance the EHGE. The efforts aim to promote adoption of health games among elderly which can help them age healthily down the road. In this thesis, a pre-study is first conducted to discover elements of the EHGE. Through phenomenological study of elderly players’ gameplay and sharing, health values, familiarity and human interactions are highlighted as important aspects of the EHGE. Health Game Experience Questionnaire (HGEQ) is subsequently designed to establish understanding of EHGE via creating an assessment tool. Constructs and question items are added into the pre-existing Game Experience Questionnaire, thereby extending its measurement capabilities into important aspects of the EHGE. The constructs are modelled and the HGEQ is validated as a whole through Confirmatory Factor Analysis and statistical tests in a subsequent quantitative study with 51 participants. The HGEQ is deemed to appropriately capture the additional aspects of the EHGE, and bears potential to serve as a good measurement tool to provide feedback of health game experiences among the elderly. The third part of this thesis presents our attempt to craft a positive health game experience for the elderly. The Goal-Oriented Storytelling Model (GSM) is proposed to provide a methodological, step-by-step approach to coach the elderly when they play a health game. The storytelling mechanism in GSM uses Propp’s theory to structure a gameplay session into discrete states, much like different points in a story. On the other hand, other GSM mechanisms (persuasion, goal setting and familiarity) suggest coaching techniques that can help the elderly overcome barriers and complete the game with good experience. Four coaching scenarios are proposed by referencing these different mechanisms. The coaching scenarios are modelled using the Goal Net, enabling it for future implementations using intelligent agents. A GSM implementation is proposed and applied to coach 20 elderlies who had little to no prior exposure to video games through a health game session. Through quantitative and phenomenological analysis of the gameplay process, GSM is demonstrated as an effective practice that improves elderlies’ game performance, game literacy and game experience. Phenomenological findings also highlight the essence of the coached game experiences as a “storified” learning journey complete with various character archetypes, made possible by coaching practices derived from GSM mechanisms. Through the combination of quantitative and qualitative methods, the HGEQ and GSM contribute towards the assessment and creation of positive health game experiences for the elderly, thus encouraging them to adopt health games and in extension, a healthy lifestyle. Finally, the contributions in this thesis can eventually help serious game designers or researchers alike find new ways to improve health games from new coaching perspectives.
author2 Bao Te
author_facet Bao Te
Pan, Zhengxiang
format Thesis-Doctor of Philosophy
author Pan, Zhengxiang
author_sort Pan, Zhengxiang
title Goal oriented model for persuasive storytelling in improved game experience for elderly
title_short Goal oriented model for persuasive storytelling in improved game experience for elderly
title_full Goal oriented model for persuasive storytelling in improved game experience for elderly
title_fullStr Goal oriented model for persuasive storytelling in improved game experience for elderly
title_full_unstemmed Goal oriented model for persuasive storytelling in improved game experience for elderly
title_sort goal oriented model for persuasive storytelling in improved game experience for elderly
publisher Nanyang Technological University
publishDate 2021
url https://hdl.handle.net/10356/148695
_version_ 1759856330151034880
spelling sg-ntu-dr.10356-1486952023-03-05T16:36:06Z Goal oriented model for persuasive storytelling in improved game experience for elderly Pan, Zhengxiang Bao Te Miao Chun Yan Interdisciplinary Graduate School (IGS) Joint NTU-UBC Research Centre of Excellence in Active Living for the Elderly (LILY) Leung Cyril Sik ASCYMiao@ntu.edu.sg, baote@ntu.edu.sg, cleung@ntu.edu.sg Social sciences::Psychology::Affection and emotion Engineering::Computer science and engineering::Computer applications Serious games for health are beneficial in fostering a healthy aging population. However, health games are not as popular among elderly when compared to commercial games. From the inherent differences between health games and commercial games, and between elderly and the average player, the term “elderly health game experience” was identified and explained. This thesis delves into assessing aspects that are unique to the elderly health game experiences (EHGE), and subsequently, methods to enhance the EHGE. The efforts aim to promote adoption of health games among elderly which can help them age healthily down the road. In this thesis, a pre-study is first conducted to discover elements of the EHGE. Through phenomenological study of elderly players’ gameplay and sharing, health values, familiarity and human interactions are highlighted as important aspects of the EHGE. Health Game Experience Questionnaire (HGEQ) is subsequently designed to establish understanding of EHGE via creating an assessment tool. Constructs and question items are added into the pre-existing Game Experience Questionnaire, thereby extending its measurement capabilities into important aspects of the EHGE. The constructs are modelled and the HGEQ is validated as a whole through Confirmatory Factor Analysis and statistical tests in a subsequent quantitative study with 51 participants. The HGEQ is deemed to appropriately capture the additional aspects of the EHGE, and bears potential to serve as a good measurement tool to provide feedback of health game experiences among the elderly. The third part of this thesis presents our attempt to craft a positive health game experience for the elderly. The Goal-Oriented Storytelling Model (GSM) is proposed to provide a methodological, step-by-step approach to coach the elderly when they play a health game. The storytelling mechanism in GSM uses Propp’s theory to structure a gameplay session into discrete states, much like different points in a story. On the other hand, other GSM mechanisms (persuasion, goal setting and familiarity) suggest coaching techniques that can help the elderly overcome barriers and complete the game with good experience. Four coaching scenarios are proposed by referencing these different mechanisms. The coaching scenarios are modelled using the Goal Net, enabling it for future implementations using intelligent agents. A GSM implementation is proposed and applied to coach 20 elderlies who had little to no prior exposure to video games through a health game session. Through quantitative and phenomenological analysis of the gameplay process, GSM is demonstrated as an effective practice that improves elderlies’ game performance, game literacy and game experience. Phenomenological findings also highlight the essence of the coached game experiences as a “storified” learning journey complete with various character archetypes, made possible by coaching practices derived from GSM mechanisms. Through the combination of quantitative and qualitative methods, the HGEQ and GSM contribute towards the assessment and creation of positive health game experiences for the elderly, thus encouraging them to adopt health games and in extension, a healthy lifestyle. Finally, the contributions in this thesis can eventually help serious game designers or researchers alike find new ways to improve health games from new coaching perspectives. Doctor of Philosophy 2021-05-06T03:54:55Z 2021-05-06T03:54:55Z 2021 Thesis-Doctor of Philosophy Pan, Z. (2021). Goal oriented model for persuasive storytelling in improved game experience for elderly. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/148695 https://hdl.handle.net/10356/148695 10.32657/10356/148695 en This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0). application/pdf Nanyang Technological University