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ŔĆËǓě¦ǥǰĆô IPSJ SIG Technical Report 1 +1!<9>$0"0"-#1*'!0v lk1*n[@'1%=s ʓƩ Äǁ †1 «ȥ ǀì †1 [U:YvdnK.ƈæ,)9+ʘŶĶ?ǴƒCÑǖ'ǔĈ:ɹ+*.c^Cçʂƾǖ ?}VåØă.ǔĈ[WQƼǠCʂ8'?ʙåØă[WQʼnƈæ?!8,/ʘ(1) }V,ǯ ơǞ,[WQ2åØ'9=!8.Úƪʘ(2) çʂc^.ƇDZɹ(.¹>CDž=<+ȦÚC} V,³ʘ)$!ɇʎCȶƸ?ōȰ?ʙŜ/úʘSxȞ¬C}VƢ7)(ȞNj)åسɥ, ȕ?<+cVGCǠũʘ}VJEÇ.ƥ+ćşCƱú>PGZ:ldCçʂ+=ɊCȶ )(ɥȦ?SxCɸǜ!ʙ@/.țƁ:ȦÚCċ<)¾? Persuasive Technology .cVG p[Y)ʘSx.ÍƘnxPCȉï!Šƻ(ȼȸ'?ʙƓǮ(/ȦÚċĢC³Sx.cV GŠƻCȇ?))9,ʘĎě.ěÿǪ.ǔĈc^CåØă[WQ(ȸdž?nFeĠʒ.ȋƚ )ʘÚƪ:ȦÚċĢ,Ùƚ.?SxȰȄ.ÍƘ,%'Ćô?ʙ Serious Persuasive Game Design for Participatory Sensing MASAMI TAKAHASHI †1 HIROSHI SATO †1 Participatory sensing is an approach for voluntarily collecting sensor data using mobile devices such as smartphones that are equipped with multiple sensor modules. In this approach, there are two problems; (1) Participatory sensing does not work without people’s participation so some method to promote participation by improving motivation is necessary. (2) The supply of data is insufficient if the sensing time and location are left up to the participants. It is easy to collect sensor data in spaces where many people gather, whereas it is difficult to collect data where fewer people gather. To motivate users, punishment and reward can be common methods. However, reward and punishment systems have been found to be problematic for various reasons. Therefore, we focused on games to encourage cooperative behavior by intrinsic motivation. We proposed a real-world game design process and a geocaching-like game based on persuasive technology design and MDA framework for analyzing games. Through real-world evaluation, we showed that our game enable users to promote behavioral change through interests and enjoyment. We also showed what game elements works and what do not in this game. 1. [U.Ĩăݪ²ƞÝ:ʘGPS +*.[UCŵə !YvdnK.őɢ+ƈæ,)9+ʘŶĶ ?ǴƒCÑǖ'ǔĈ:ɹ+*.c^Cçʂƾǖ ?åØă[WQ[1]ƼǠCʂ8'?ʙ[Ug` dPCȼȗȞÚǞ,c^Cçʂ?ćï)/Ǜ+ >ʘåØă[WQ(/î}V.åØŖƭèŋ? c^.ƏǖŒ,ņʉ?ʙtbFErY(/c ^ɕ,ɼ>#(>ʘ}V,)$'[WQNJ Úƪ+ƾÚ(@0+=(?ʙČǜǞÚƪ) 'ɵɶ+*.G[bFoC?)Ɓƻ9?ʘ TYd?,ĆɱƬǶ,z_rW~CÓ( 5°9Ćô@'?[2]ʙ5!ʘåØă[WQ (/ąƓǞ,åØȜ@@.ŖŐ(ȦÚ?!8ʘç ʂȜƐŇ?c^CèŋÌƗ?)/ɻ=+ʙč Ƈɹ:ćş.c^/ōȰ¡,ʂ5?)9?ʘ (+c^/ʂ5>,½ò>ʘƇDZɹ( .¹>Ď+>#(?ʙ åØă[WQƈæ.!8,/ʘȠ}V,åØC †1 NTT ƑƗ-$)ǥǰş NTT Network Innovation Laboratories ³Úƪ:çʂȜƐŇ?c^CèŋÌƗ?< ȦÚċĢC³ȉ6Cè>Â@?)ɲȰ(?ʙƓ ǥǰ(/åسɥ.!8.ÇǜǞÚƪ)'Sxʘ ǎ,cX^SxCėƢ¡Č.Ǩ¦Ǟ+ǠǞ.!8,Ñ ǖ?WEYSx[3] CɸǜǔĈ[WQ2Ñǖ !ʙSxcVG,!$'/ʘȦÚċĢ.ȵlj= 9..țƁ:ĖÜȦÚCċ<)?¾CȦ Persuasive Technology[4].cVGp[Y)Sxȼ ȸÍƘ.ƛȉ6(? MDA nxP[5]Cȉ6ï !Šƻ(cVGCȦ$!ʙ Ɠǥǰ.Ɏǐ/Ƭ.ɡ>(?ʙǶ 1 ,ʘ}VJ EÇCúɦɊCȶ+=ǔĈ[WQCȦWE YSxCȼȸɸǜʘĠʒCɡ'ƓSxåس ɥȦÚċĢ,Ğ.Ùƚ?)CǦɃ!)ʙǶ 2 ,ʘȦÚċĢC³WEYSx.cVG,!>ʘ Persuasive Technology .cVGp[YCSxò, Źȡ!ŠƻCŲƟ!)ʙǶ 3 ,ʘERd:lE Q=åسɥȦÚċĢ,ǎ,ƏÙ($!Sx ȰȄCÍƘƅ=,!)(?ʙƓǮ.Ƥś/Ƭ. ɡ>(?ʙ 2 dz(/ɺɤǥǰCȇʘ 3 dz(/ŲƟ? Sx.cVGp[Y)ɸǜ!SxCǧʙ4 dz 2015 Information Processing Society of Japan Vol.2015-GN-94 No.11 2015/3/12

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Serious Persuasive Game Design for Participatory Sensing

MASAMI TAKAHASHI†1� HIROSHI SATO†1

Participatory sensing is an approach for voluntarily collecting sensor data using mobile devices such as smartphones that are equipped with multiple sensor modules. In this approach, there are two problems; (1) Participatory sensing does not work without people’s participation so some method to promote participation by improving motivation is necessary. (2) The supply of data is insufficient if the sensing time and location are left up to the participants. It is easy to collect sensor data in spaces where many people gather, whereas it is difficult to collect data where fewer people gather. To motivate users, punishment and reward can be common methods. However, reward and punishment systems have been found to be problematic for various reasons. Therefore, we focused on games to encourage cooperative behavior by intrinsic motivation. We proposed a real-world game design process and a geocaching-like game based on persuasive technology design and MDA framework for analyzing games. Through real-world evaluation, we showed that our game enable users to promote behavioral change through interests and enjoyment. We also showed what game elements works and what do not in this game.

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