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Why games like Farmville grab attention, shape interactions and drive sustained behavior

and how you can apply these techniques in your every day designs

This talk reviews how o How games (e.g., Zynga's Farmville) apply the psychology of behavioral change, reinforcement and social momentum to (re-)shape target behaviors. o How the same persuasive, behavioral change elements are applied in "serious games" like SuperBetter to encourage health, wellness and other behavioral change o How serious applications (e.g., time cards) apply the same principals to shape and sustain desired behaviors


Presentation by Kath Straub (Usability.org), Diana Nelson (Nelson Usability Associates), Lori Hawkins (Usability.org), Suzanne Long (Usability.org)
Category:
Design
Track:
Advanced Practitioners (AP)
Time:
11:00am to 12:00pm on Tuesday, June 05, 2012