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A master's thesis from Aalborg University
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Free Time: Game Design To Promote Shared Expectations of Family Time

Authors

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Term

4. Term

Publication year

2020

Submitted on

Pages

68

Abstract

Smart devices er blevet en del af hverdagen, og skærmbrug fylder mere og mere. Forskning viser, at familier ofte oplever spændinger omkring skærme i hjemmet, og at mange strategier for at håndtere det ikke lykkes. I dette studie undersøger vi, om Selvbestemmelsesteorien (SDT) og gamification kan hjælpe familier med at reflektere over disse spændinger. SDT er en psykologisk teori om motivation, der fokuserer på autonomi, kompetence og tilhørsforhold. Med forskning gennem design (Research through Design) og digital etnografi udviklede og undersøgte vi brætspillet Free Time. Spillet giver familier en legende, lavtærskel måde at tale om forventninger til fælles tid og skærmbrug. Vi brugte SDT til at kortlægge eksisterende følelser og motivation for at adressere skærmrelaterede spændinger. Vores resultater peger på, at Free Time påvirkede deltagernes opfattelser af spændinger og i nogle tilfælde deres faktiske adfærd under familietid. Studiet bidrager til forskning i menneske–computer-interaktion (HCI) om teknologiske spændinger i hjemmet og antyder, at en spilbaseret tilgang kan mindske modvilje mod at diskutere skærmbrug af frygt for konflikt og hjælpe med at etablere fælles forventninger.

Smart devices are part of everyday life, and screen use is increasingly common. Prior research shows that families often feel tension around in-home screen use and that many strategies to manage it fall short. This study explores whether Self-Determination Theory (SDT) and gamification can help families reflect on and address these tensions. SDT is a psychology framework about motivation, emphasizing autonomy, competence, and relatedness. Using Research through Design and digital ethnography, we created and studied a board game called Free Time. The game offers a playful, low-pressure way for families to talk about expectations for shared time and screen use. We used SDT to map people’s existing feelings and motivation to change screen-related habits. Our findings indicate that playing Free Time influenced participants’ perceptions of screen-related tensions and, in some cases, their actual behavior during family time. This work contributes to Human-Computer Interaction (HCI) research on technological tensions in the home and suggests that a game-based approach can reduce reluctance to discuss screen use due to fear of conflict, helping families set shared expectations.

[This summary has been rewritten with the help of AI based on the project's original abstract]