Cultural Persuasion Team Performance Strategies in Serious Roleplaying Video Game for Children
Author
Jørgensen, Nicolai Melgaard
Term
4. term
Education
Publication year
2017
Submitted on
2017-12-01
Pages
36
Abstract
I Danmark og Brasilien begynder børns møde med teknologi i daginstitutioner i alderen 0–6 år. I samme periode lærer de at genkende og interagere med jævnaldrende og efterligner voksnes kulturelt prægede adfærd for at lære socialt samspil. Persuasiv teknologi – teknologi designet til at påvirke brugeres holdninger eller adfærd – er oftere til stede i vestlige, individualistiske kulturer som Danmark end i mere kollektivistiske kulturer som Brasilien. Uden forskning i dette emne bliver det umuligt at opnå optimal brugereffektivitet, målt på præstation og fejlrate.
In Denmark and Brazil, children’s exposure to technology in daycare begins between ages 0 and 6. During this period, they start recognizing and interacting with peers and learn by imitating culturally shaped behaviors observed in adults. Persuasive technology—designs intended to influence users’ attitudes or behaviors—appears more frequently in Western, individualistic cultures (e.g., Denmark) than in more collectivistic ones (e.g., Brazil). Without research on this topic, achieving optimal user efficiency, measured by performance and error rates, will not be possible.
[This abstract was generated with the help of AI]
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