@inproceedings{ad0ca94656044da1ab8a163c41102451,
title = "Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study",
abstract = "Latest studies regarding gamification for behavior change have suggested using meaningful stories for long-term effects. Drawing on psychological studies related to narrative transportation and mental simulation, this paper extends the idea of animated parables and argues that selecting stories to frame gamified systems should consider perceived causality between the real-life action and the simulated diegetic effect. This study employs expert evaluation on a collection of parables regarding perceived usefulness, novelty, and perceived causality. Results show that parables consensually rated by experts as both useful and novel are also prominent in perceived causality, which supports the argument that perceived causality underpins perceived persuasiveness of parables.",
keywords = "Animated parables, Behavior change, Blended causality, Consensual assessment technique, Gamification, Interactive narratives",
author = "Chow, {Kenny K.N.}",
note = "Publisher Copyright: {\textcopyright} 2021, Springer Nature Switzerland AG.; 14th International Conference on Interactive Digital Storytelling, ICIDS 2021 ; Conference date: 07-12-2021 Through 10-12-2021",
year = "2021",
month = dec,
day = "4",
doi = "10.1007/978-3-030-92300-6_31",
language = "English",
isbn = "9783030922993",
series = "Lecture Notes in Computer Science",
publisher = "Springer Cham",
pages = "322--332",
editor = "Alex Mitchell and Mirjam Vosmeer",
booktitle = "Interactive Storytelling",
url = "https://link.springer.com/book/10.1007/978-3-030-92300-6",
}