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/32/ - Psychopolitics

It's all in your head
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The IRC is active at Rizon's #32.

File: 1416700087680.png (44.28 KB,426x281,426:281,captology.png)

 No.378

>Captology is the study of computers as persuasive technologies. This includes the design, research, and analysis of interactive computing products (computers, mobile phones, websites, wireless technologies, mobile applications, video games, etc.) created for the purpose of changing people’s attitudes or behaviors. BJ Fogg derived the term captology in 1996 from an acronym: Computers As Persuasive Technologies = CAPT.

>Although captology has been on the periphery of various fields for years–including HCI, education, advertising, and health promotion–it has never been a key focus for any discipline. Thanks to the SIG program, CHI'97 now provides the HCI community with an opportunity to begin exploring captology as its own area of inquiry, including both theoretical and practical issues.

-CHI97, 1997

http://old.sigchi.org/chi97/proceedings/sig/bjf.htm

http://www.behaviormodel.org/triggers.html
____________________________
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 No.379

File: 1416700368768.jpg (9.01 KB,259x195,259:195,images.jpg)

>The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy. The Serious Games Initiative was founded at the Woodrow Wilson Center for International Scholars in Washington, D.C.
>Our work helping this greater industry evolve promises to make it easier to build and support the use of games for the specific policy education and forsight activities we imagine games can provide to current and future generations of government and corporate leaders.
>If we are successful we hope to create not only better tools for policymakers, but the chance to "game our way" to a better world as well.
http://purposefulgames.info/

The School Where Learning is a Game
>Having completed its third year and with the first crop of high school students starting in the fall, Quest is trying to prove that games are not only fun, they're actually the best tools for teaching students how to exist in the 21st Century workforce.
>The school is accumulating evidence that this method of "game-like learning" should be exported to schools across the country or around the world. A sister school in Chicago, called ChicagoQuest, employs a similar approach and started offering middle school classes in fall 2011. Requests for more schools like this come in weekly – from places as far-flung as Lebanon, said Katie Salen, the school's co-founder and head a group called the Institute of Play, which partners with the public school system to run Quest.
http://www.cnn.com/interactive/2012/08/tech/gaming.series/teachers.html
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 No.430

>>379

>serious blah blah something

>something Games Initiative
>SERIOUS GAMES INITIATIVE?!?

http://www.aaai.org/ocs/index.php/HCOMP/HCOMP13/paper/viewFile/7636/7482

Discovery of Player Strategies in a Serious Game

Abstract
Serious games are popular computer games that frequently
simulate real-world events or processes designed for the
purpose of solving a problem. Although they are often
entertaining, their main purpose is
to train or educate users.
Not surprisingly, users exhibit different game play
behaviors because of their diverse background and game
experience. To improve the educational effectiveness of
these games, it is important to
understand and learn from
the interaction between the users and the game engine.
This paper presents a study attempting to apply machine
learning techniques to the game log to discover: a)
strategies that are common to
players interacting with
serious games and b) variances in the demographics of the
player base for these strategies. This is an empirical study
with end-user data while playing
Missing
, a serious game
developed to help mitigate biases that people may exhibit
when analyzing plausible hypothesis for observed events.
We found a set of common strategies and interesting
variances in player demographics associated with these
strategies.

http://www.researchgate.net/publication/259043715_Mitigation_of_Cognitive_Bias_Through_the_Use_of_a_Serious_Game

Mitigation of Cognitive Bias Through the Use of a Serious Game

Abstract: Intelligence analysts gather information from a variety of sources, process the information incrementally as it is received, and are under constant pressure for quick and accurate judgments. A serious training game called MACBETH was designed to address and mitigate cognitive biases undermining analysts’ accurate collection and interpretation of intelligence. The IARPA SIRIUS program directed attention to two cognitive biases that are the focus of this experimental study—fundamental attribution error, and confirmation bias. In this experiment, 703 participants played the MACBETH game or engaged in a more traditional learning method—a video describing the same two cognitive biases. Results demonstrated the game to be more effective than the video when explicit training methods were combined with repetitive play.

http://www.iarpa.gov/index.php/research-programs/metaphor
http://www.iarpa.gov/index.php/research-programs/scil
http://www.iarpa.gov/index.php/research-programs/sirius
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 No.433

File: 1417204802711.jpg (94.98 KB,800x600,4:3,3722 Serious-Games.jpg)

>>430
More on these IARPA programs:
>>>/32/381
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 No.1725

bumping in light of S4T's doc mentioning captology

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