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Exploring avatar roles for motivational effects in gameful environments

Exploring avatar roles for motivational effects in gameful environments
Exploring avatar roles for motivational effects in gameful environments
This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. Re-Mission, Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.
Avatar, Interface Design, Games
2409-9708
Mohd Tuah, Nooralisa
1ad26ca0-ead2-431f-b06b-ad18ecaa30cf
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Ranchhod, Ashokkumar
4502275c-3dca-4c29-a2cb-3a0356e4de0e
Wills, Gary B.
3a594558-6921-4e82-8098-38cd8d4e8aa0
Mohd Tuah, Nooralisa
1ad26ca0-ead2-431f-b06b-ad18ecaa30cf
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Ranchhod, Ashokkumar
4502275c-3dca-4c29-a2cb-3a0356e4de0e
Wills, Gary B.
3a594558-6921-4e82-8098-38cd8d4e8aa0

Mohd Tuah, Nooralisa, Wanick, Vanissa, Ranchhod, Ashokkumar and Wills, Gary B. (2017) Exploring avatar roles for motivational effects in gameful environments. EAI Endorsed Transactions on Creative Technologies, 17 (10), [e3]. (doi:10.4108/eai.4-9-2017.153055).

Record type: Article

Abstract

This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. Re-Mission, Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.

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More information

Accepted/In Press date: 31 May 2017
e-pub ahead of print date: 4 September 2017
Published date: 4 September 2017
Keywords: Avatar, Interface Design, Games

Identifiers

Local EPrints ID: 413777
URI: http://eprints.soton.ac.uk/id/eprint/413777
ISSN: 2409-9708
PURE UUID: 4fda1883-c790-407c-9159-653843596396
ORCID for Nooralisa Mohd Tuah: ORCID iD orcid.org/0000-0001-5718-0768
ORCID for Vanissa Wanick: ORCID iD orcid.org/0000-0002-6367-1202
ORCID for Ashokkumar Ranchhod: ORCID iD orcid.org/0000-0003-4269-8825
ORCID for Gary B. Wills: ORCID iD orcid.org/0000-0001-5771-4088

Catalogue record

Date deposited: 06 Sep 2017 16:31
Last modified: 24 Jul 2021 01:51

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