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Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor

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Notes de l'éditeur

  1. Intros + super powers - can we use the illustrations Rich did from Partners!?! Ciara – Managing Director of Behavior Change Design, Super power GAMES Samantha – Senior Experience and Behavior Change Designer, Super power NARRATIVE
  2. Definition of Narrative & Games
  3. Combining our superpowers of games and stories = play *meaningful play – edit slide content
  4. As kids we were always encouraged to play and to story. By “to story” I mean to make or consume stories, in any form. BECAUSE it is healthy for development and fosters growth and imagination while helping us define who we are and our place in the world.
  5. As adults, we are no longer encouraged to take time to play, in fact we move in systems that are designed in a way that doesn’t leave room for playtime. There is a stigma around fun, games and stories. They are seen as a waste of time, and a refuge of the weak of mind. But why is this? Has anything changed within us since we were kids? Do we no longer have these needs? Or rather, have we hidden these needs away because their fulfillment isn’t supported by the society that we are a part of? Well, we will not stand for this!
  6. The great thing about both games and stories is that they aren’t real life. They are something better than real life, something that gets our brains sparking and our hearts pumping. Games and stories don’t try to be mirrors of real life. That would be boring… because reality is boring. Games and narrative are lenses through which we can understand the real world differently and help people overcome barriers to change. “It’s dangerous business, Frodo, going out your door. You step onto the road, and if you don’t keep your feet, there’s no knowing where you might be swept off to.” We want to encourage you to be swept off. We want to help you find that line between reality and make-believe, and to know when crossing that line can change your work for the better. Yes your work. Your serious work! Narrative and play can help. Come on a journey with us…
  7. Come on a journey with us… 5 areas: Defining oneself, Communication, Community, Social Support and Sense of Purpose & Control
  8. Ethics quest: a role playing game that helps people break out of traditional mindsets. Each player takes on a role - which might not represent your ethics IRL (in the real world) to explore a variety of ethical perspectives in a fun, playful and educational way.
  9. There are 3 rounds of gameplay which will gradually get more collaborative as the game progresses. Round 1: Understanding your character Round 2: Embody your character Round 3: Super heroes unite!
  10. Latino/ Hispanic Telenovela
  11. CFPB – we can talk about narrative and games here -Having the player imagine a specific scenario and having them play through that scenario to change their fate. Learning more about financial pitfalls, receiving feedback and collecting resources along the way *we can use a couple of slides here as well, but wanted to get a placeholder in as we begin to build this out
  12. As a means of communication – facilitating conversation (My Gift of Grace, The boy who would be a helicopter - Vivian Paley) The act of a shared conversation: self-definition while discovering with someone else or others. Interactive example: “Pretend you and your neighbor are both aliens and just landed on the planet earth…”
  13. My Gift of Grace – facilitating conversation about end of life care, participants share stories while learning about themselves Gratitude chip as a way to reward participants in the party for sharing Notes from outline v2: We could even plug My Gift of Grace as a game that facilitates conversations and you could chime in with the importance of story and reflection to get to those key final wishes? The sequence of the cards is really important and a good talking point when it comes to helping people open up (maybe also related to overcoming barriers?) *need a new image
  14. My Gift of Grace – facilitating conversation about end of life care, participants share stories while learning about themselves Gratitude chip as a way to reward participants in the party for sharing Notes from outline v2: We could even plug My Gift of Grace as a game that facilitates conversations and you could chime in with the importance of story and reflection to get to those key final wishes? The sequence of the cards is really important and a good talking point when it comes to helping people open up (maybe also related to overcoming barriers?) *need a new image
  15. My Gift of Grace – facilitating conversation about end of life care, participants share stories while learning about themselves Gratitude chip as a way to reward participants in the party for sharing Notes from outline v2: We could even plug My Gift of Grace as a game that facilitates conversations and you could chime in with the importance of story and reflection to get to those key final wishes? The sequence of the cards is really important and a good talking point when it comes to helping people open up (maybe also related to overcoming barriers?) *need a new image
  16. Community – through collaboration and connecting people socially (Space Team, World of Warcraft, Sacred Texts - Greeks, etc.)   Shared experience with multiple people in a shared room Part observation and part active participation
  17. Patients like me
  18. Patients like me
  19. World of Warcraft – every player has a specific role which is needed to successfully complete the raid
  20. World of Warcraft – every player has a specific role which is needed to successfully complete the raid
  21. Social support – being able to give people hope through stories and games (Journey) Buddies
  22. The boy who would be a helicopter - Vivian Paley *need new image
  23. The boy who would be a helicopter - Vivian Paley *need new image
  24. Journey – relying on each other to get through the game The power of anonymity and big reveal at the end of gameplay
  25. Sense of purpose and control – being able to take action (battling cancer cells in Remission while receiving treatment, Reflexion Health, palliative / dying care example: http://spcare.bmj.com/content/2/Suppl_1/A27.2 , https://books.google.com/books?id=FbUdAAAAQBAJ&pg=PT54&lpg=PT54&dq=na#v=onepage&q=na&f=false ) Active control – visualize and larger framing context
  26. Palliative care example
  27. Remission - being able to take action /battling cancer cells in Remission while receiving treatment *need new Re-mission image?
  28. Remission - testimonials
  29. Change is hard and play can make it easier to overcome barriers. This is the obvious ending to our story….
  30. So we are going to give you a surprise alternate ending!
  31. Meaningful play = hope and where else should we be designing for hope, if not in healthcare