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Close but Not Too Close: Distance and Relevance in Designing Games for Reflection

  • Ioanna Iacovides
    ,
  • Joe Cutting
    ,
  • Jen Beeston
    ,
  • Marta E. Cecchinato
    ,
  • ,
  • Paul Cairns
  • University of York
    ,
  • Northumbria University
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Open access

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

English

Journal (Volume, Issue Number)

Proc. ACM Hum. Comput. Interact. (Volume 6, Issue CHI PLAY)

Publication milestones

  • Published - 01/10/2022

Publication status

Published - 01/10/2022

Publication IDs

  • Scopus: 85146328040

Abstract

Reflection is an important precursor to attitude and behavior change, but existing advice on designing for reflection in games is mixed and requires further empirical investigation. We report on the design and evaluation (n=32) of a game to prompt student reflection on work-life balance. Participants played as themselves or a third person character (Alex). An inductive qualitative analysis of post-play interviews, and a follow-up one week later, resulted in four themes relating to how gameplay facilitated reflection: making (sensible) consequences visible; it's like MY life; the space between Alex and I; and triggers in everyday life. A deductive qualitative analysis also indicated that while both games resulted in different forms of reflection for the majority of players, those who role-played as Alex appeared more likely to experience higher levels of reflection. Through exploring the ways in which the two versions of the game succeeded, and failed, to support reflection, we highlight the importance of providing a relevant context to players (so the game feels close to their experience), and allowing them to role-play as someone other than themselves (but not too close).

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