MirrorMe: Increasing Prosocial Behaviour in Public Transport

被引:0
作者
Damen, Ida [1 ]
Brehm, Maximilian [2 ]
Bravo, Andrea [3 ]
McClelland, John [4 ]
Harde, Anouk [5 ]
Frommel, Julian [6 ]
Bernhaupt, Regina [1 ]
机构
[1] Eindhoven Univ Technol, Eindhoven, Netherlands
[2] Hasso Plattner Inst, Potsdam, Germany
[3] Univ Pompeu Fabra, Barcelona, Spain
[4] Carleton Univ, Ottawa, ON, Canada
[5] UCL, London, England
[6] Ulm Univ, Ulm, Germany
来源
CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS | 2019年
关键词
Public transport; prosocial behaviour; mood induction; empathy games; playful intervention; benevolent behaviour; gamejam; GAME;
D O I
10.1145/3290607.3312961
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Public transport can be a place where commuters feel rushed or stressed. Missing your train, a delayed bus or crowdedness at the station does not induce happiness among most people. As a consequence, prosocial behaviour like offering someone a seat is displayed less often. We discuss the design and design process of MirrorMe, a simple communal game to induce positive mood of commuters. MirrorMe aims to increase prosocial behaviour through mimicry. Commuters are challenged to "make a face" and thereby connect to other commuters. MirrorMe will be installed in a public display close to a train station enabling access to all commuters and passersby. This work addresses the need for games and play in public setting to stimulate prosocial behaviour. It exemplifies how multidisciplinary HCI approaches in a gamejam setting can contribute to real life challenges. We conclude with open questions for impact evaluation in future work.
引用
收藏
页数:6
相关论文
共 21 条
[1]  
[Anonymous], 2018 CHI C HUM FACT
[2]  
Bernhaupt R., 2007, Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE '07), P41, DOI DOI 10.1145/1255047.1255056
[3]  
Bowey J. T., 2015, P 2015 ANN S COMP HU, P115, DOI [DOI 10.1145/2793107.2793138, https://doi.org/10.1145/2793107.2793138]
[4]  
Gee JP, 2003, WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND LITERACY, P1
[5]  
Hespanhol Luke, 2014, P 2014 C DES INT SYS, P945
[6]  
Hu Jun, 2016, DESIGNING INTERACTIV
[7]  
Lee Sunmin, 2014, LAUGHING DRESS EVOKI, P2143
[8]   Inclusion of community in self scale: A single-item pictorial measure of community connectedness [J].
Mashek, Debra ;
Cannaday, Lisa W. ;
Tangney, June P. .
JOURNAL OF COMMUNITY PSYCHOLOGY, 2007, 35 (02) :257-275
[9]  
McKennan JW., 2014, Beyond Behavior, P20, DOI DOI 10.1177/107429561402300204
[10]   The Effects of a Serious Game on Role-Taking and Willingness to Help [J].
Peng, Wei ;
Lee, Mira ;
Heeter, Carrie .
JOURNAL OF COMMUNICATION, 2010, 60 (04) :723-U356