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ß Ú®¿³»©±®µ º±® Ò¿ª·¹¿¬·²¹ ݱ´´»½¬·ª» Ø«³¿² Þ»¸¿ª·±® ¬¸®±«¹¸ Ù¿³»º«´ Ü·¹·¬¿´ 軬±®·½ Ú»¾®«¿®§ îðïë Ó·¦«µ· Í¿µ¿³±¬± ß Ú®¿³»©±®µ º±® Ò¿ª·¹¿¬·²¹ ݱ´´»½¬·ª» Ø«³¿² Þ»¸¿ª·±® ¬¸®±«¹¸ Ù¿³»º«´ Ü·¹·¬¿´ 軬±®·½ Ú»¾®«¿®§ îðïë É¿-»¼¿ ˲·ª»®-·¬§ Ù®¿¼«¿¬» ͽ¸±±´ ±º Ú«²¼¿³»²¬¿´ ͽ·»²½» ¿²¼ Û²¹·²»»®·²¹ Ü»°¿®¬³»²¬ ±º ݱ³°«¬»® ͽ·»²½» ¿²¼ Û²¹·²»»®·²¹ λ-»¿®½¸ ±² Ü·-¬®·¾«¬»¼ ͧ-¬»³- Ó·¦«µ· Í¿µ¿³±¬± © Copyright by Mizuki Sakamoto 2015 All rights reserved Acknowledgement I would like to show my deep appreciation to the following persons and organizations: Prof. Tatsuo Nakajima: I am a big fan of video games. Prof. Nakajima changed me from only a game fan to a game researcher who is a game fan by expanding my interest. He supported me through continuous feedback to my research and proposed me a lot of opportunities to improve my skills. I would like to express my gratitude for his help. Prof. Todorka Alexandorva: I would like to show my appreciation to her willingness to help my research. She provides new views during our discussions. I enjoyed the discussions with her. Prof. Shigeki Goto and Prof. Yoshiaki Fukazawa: I would like to thank them for undertaking the referee of my doctoral dissertation. Advices and suggestions given by them were very useful. Besides, comments from them encouraged me to have confidence with my research. Dr. Vili Lehdonvirta: He provided me a first chance to become interested in cross-sectional research areas between computer science and economic factors. His advices and comments from a professional viewpoint of virtual economy were interesting. Waseda University: I have challenged and achieved a lot of things at Waseda University. It provided me various opportunities to grow up as a human being. Japan Society for the Promotion of Science: This work was supported by JSPS KAKENHI Grant Number 267106. My parents: Thank you for their love and warm encouragement throughout my life. In addition, I would like to thank all video games that I have played and I am playing, and all games characters that I have met. My favorite games and games characters contribute to navigate me toward human well-being. Especially, I would like to offer my special thanks to Nintendo and The Pokémon Company. The existing of these two companies makes my life meaningful and valuable. Without these two companies, my research would have never existed. Regarding games characters, Pichu and Pikachu give me magnificent values. My age when writing this dissertation is 25 and final page number of this dissertation is 172. These two numbers are very special to me because 25 is the Pikachus number of Pokédex and 172 is the Pichus number. Aiming at these numbers could provide me strong motivation. I am really happy to be able to meet Pichu and Pikachu! Abstract Advanced information technologies have dramatically changed our daily life. Specifically, ubiquitous computing technologies and social media offer a variety of new opportunities to improve our lifestyles. Although there are a lot of information services to support our daily activities, it is difficult to improve our daily life by considering only functional aspects. When we apply information technologies to support our daily activities, we have to consider maintaining human well-being, which includes five factors needed for humans to flourish: positive emotion, engagement, relationships, meaning and achievement. The objective of our research is to navigate people towards human well-being by enhancing the meaning of the real world with information technologies. Especially, we use digital games power to make the navigation process meaningful and valuable because digital games have the power to provide all of the factors to realize human well-being. For future computer science area, we need new methodology for creating meaningful and valuable information services with maintaining human well-being. In this dissertation, we define gameful digital rhetoric as a design abstraction, which considers games power in terms of both rhetorical and emotional aspects. Gameful digital rhetoric persuades and inspires human behavior and influences human emotion through digitally mediated virtual objects incorporated into the real world using information technologies. Gameful digital rhetoric contributes to complements the existing game-related researches to navigate people towards human well-being by enhancing the meaning of the real world. This dissertation proposes frameworks for designing gameful digital rhetoric easily to apply into the real world. Through the overall dissertation, we justify the usefulness of gameful digital rhetoric through multidisciplinary literature surveys, our experiences in designing and developing information services, and their experiments and analyses dealing with gameful digital rhetoric. As a whole, our research provides useful guidelines to incorporate games full power into the real world with information technologies as a form of gameful digital rhetoric. Contents Chapter 1 Introduction ..........................................................................................................1 1.1. Background.................................................................................................................1 1.2. Navigating and Gamifying Human Behavior .............................................................2 1.2.1. Research Objective ............................................................................................3 1.2.2. Digital Games and Human Well-being ..............................................................3 1.2.3. Behavior Navigation with Games ......................................................................4 1.2.4. Rhetorical Aspects of Games .............................................................................5 1.2.5. Emotional Aspects of Games .............................................................................6 1.2.6. Gameful Digital Rhetoric: Games Full Power ..................................................6 1.2.7. Navigating and Gamifying Collective Human Behavior ...................................9 1.2.8. Summary ............................................................................................................9 1.3. Related Work ............................................................................................................10 1.3.1. Computing in a Daily Life ...............................................................................10 1.3.2. Scientific Approaches for Navigating Human Behavior..................................12 1.3.3. Designing User Experience from Semiotic Perspective...................................14 1.4. Contribution ..............................................................................................................16 1.5. Dissertation Overview ..............................................................................................18 Chapter 2 Gameful Digital Rhetoric...................................................................................21 2.1. Introduction...............................................................................................................21 2.2. Frameworks for Analyzing Games Power ...............................................................21 2.2.1. GamiRhetoric Model........................................................................................21 2.2.2. GamiValue Model ............................................................................................22 2.3. Analyzing Rhetorical Aspects of the Existing Game................................................23 2.3.1. Rhetoric in Pokémon Game .............................................................................24 2.3.2. Values in Pokémon Game ................................................................................25 2.3.3. Enhancing Rhetoric and Value through Other Media ......................................25 2.4. Incorporating Gameful Digital Rhetoric into the Real World...................................26 2.4.1. Analysis of Storytelling for Encouraging Collective Action............................27 2.4.2. Analysis of Gift Economy................................................................................28 2.4.3. Analysis of Feedback .......................................................................................29 2.4.4. Summary and Discussion .................................................................................30 2.5. Conclusion ................................................................................................................31 Chapter 3 Case Study I: Micro-Crowdfunding .................................................................33 3.1. Introduction...............................................................................................................33 3.2. Background...............................................................................................................33 3.2.1. The Necessity of Collective Action..................................................................33 3.2.2. Digital Currency...............................................................................................34 3.3. Micro-Crowdfunding ................................................................................................35 3.3.1. Basic Concept ..................................................................................................35 3.3.2. Economic Incentives and Social Incentives .....................................................38 3.3.3. Scenario-based Design .....................................................................................39 3.3.4. 3.4. Implementation ................................................................................................42 Analysis of Economic and Social Incentives............................................................44 3.4.1. Virtual Currency Concept ................................................................................44 3.4.2. Economic Incentives and Human Motivation ..................................................45 3.4.3. Social Incentives and Human Motivation ........................................................46 3.5. Analysis of Social Influence .....................................................................................47 3.5.1. The Influence of Reciprocity ...........................................................................48 3.5.2. The Influence of Commitment and Consistency..............................................50 3.5.3. The Influence of Social Proof ..........................................................................51 3.5.4. Discussion ........................................................................................................52 3.6. Analysis of Virtual Expressions................................................................................53 3.6.1. Reflecting Human Behavior in Virtual Expressions ........................................53 3.6.2. The Influence of Persuasive Ambient Mirrors .................................................54 3.7. Some Issues in Designing Micro-Crowdfunding......................................................55 3.8. Conclusion and Future Directions ............................................................................56 Chapter 4 Case Study II: Augmented TCG .......................................................................59 4.1. Introduction...............................................................................................................59 4.2. Background...............................................................................................................59 4.2.1. Virtuality and Tangibility with Ubiquitous Computing Technologies .............59 4.2.2. Yu-Gi-Oh! Trading Card Game and Remote Play ...........................................61 4.3. Augmented Trading Card Game ...............................................................................63 4.4. Analysis of Behavioral and Emotional Influence .....................................................65 4.4.1. Playing against a Virtual Character from TCG Animation ..............................65 4.4.2. Playing against a Virtual Character from an Another Game ............................66 4.4.3. Playing against a Human Player ......................................................................66 4.4.4. Cheering a Player by a Virtual Character.........................................................67 4.4.5. Showing an Opponent Players Cards on a Small Display ..............................69 4.4.6. The Effects of Using a Virtual Character from a Popular Animation Story.....70 4.5. Introducing Virtuality into Transmedia Storytelling .................................................71 4.6. Some Issues in Designing Augmented TCG.............................................................72 4.7. Conclusion and Future Directions ............................................................................73 Chapter 5 Rhetoric-based Design Framework ..................................................................75 5.1. Introduction...............................................................................................................75 5.2. Crowdsourcing and Collective Human Behavior .....................................................75 5.3. Case Studies of Community-based Mobile Crowdsourcing Services ......................76 5.3.1. Using Crowds for Sensing Context Information: MoboQ ...............................76 5.3.2. Crime Mapping via Social Media: BianYi.......................................................79 5.4. Seven Sociocultural and Psychological Insights.......................................................82 5.4.1. Insight on Curious Stimulative Effects ............................................................82 5.4.2. Insight on Social Effects ..................................................................................83 5.4.3. Insight on Economic Effects ............................................................................84 5.4.4. Insight on Ideological Aspects .........................................................................85 5.4.5. Insight on Goal-Setting and Challenges...........................................................86 5.4.6. Insight on Collectivity......................................................................................86 5.4.7. Insight on Agency and Immersion ...................................................................87 5.5. Gamifying Collective Human Behavior ...................................................................88 5.5.1. Incorporating Fictionality into Gameful Digital Rhetoric................................88 5.5.2. Rhetoric-based Design Framework for Influencing Human Behavior ............89 5.5.3. 5.6. Designing Crowdsourcing for Collective Action .............................................91 Collectivist Crowdsourcing: Scenarios and Analysis ...............................................92 5.6.1. Issues in Scenario-based Design for Collectivist Crowdsourcing....................92 5.6.2. Collectivist Crowdsourcing based on Market Economy..................................93 5.6.3. Collectivist Crowdsourcing based on Gift Economy .......................................98 5.7. Some Challenges in Designing Gameful Digital Rhetoric .....................................102 5.7.1. Cultural and Personal Diversity .....................................................................102 5.7.2. Incorporating Fictional Rhetoric into the Real World....................................102 5.7.3. Narratology versus Ludology.........................................................................103 5.7.4. Practical Issues ...............................................................................................104 5.7.5. Ethical Issues..................................................................................................105 5.8. Conclusion and Future Directions ..........................................................................105 Chapter 6 Value-based Design Framework......................................................................107 6.1. Introduction.............................................................................................................107 6.2. Digital-Physical Hybrid Gameful Artifacts ............................................................107 6.3. Case Studies of DPHG Artifacts Incorporating Virtual Forms ...............................109 6.3.1. Playful Augmented Training System: Augmented Go ...................................109 6.3.2. Persuasive Ambient Mirror: Virtual Aquarium ..............................................111 6.4. Value-based Design Framework for Analyzing DPHG Artifacts............................113 6.4.1. Semiotics of Virtual Forms ............................................................................113 6.4.2. Six Values Extracted from Three Case Studies ..............................................114 6.4.3. Value-based Design Framework for Increasing Human Motivation..............120 6.4.4. Diverse Values and Participatory Design .......................................................121 6.5. Improving Augmented TCG with Value-based Design Framework .......................121 6.6. Incorporating Fictionality through Transmedia Storytelling ..................................125 6.6.1. Fictional Stories and Ideological Value..........................................................126 6.6.2. Incorporating Fictional Stories through Transmedia Storytelling..................126 6.6.3. Achieving Reality when Incorporating Fictional Stories ...............................127 6.7. Conclusion and Future Directions ..........................................................................128 Chapter 7 Design Patterns of Reality................................................................................131 7.1. Introduction.............................................................................................................131 7.2. Background.............................................................................................................131 7.3. Extracting Design Patterns......................................................................................135 7.3.1. Design Patterns to Exploit Visual Reality ......................................................135 7.3.2. Design Patterns to Exploit Ideological Messages in Fictional Stories ...........139 7.3.3. Design Patterns to Compose Multiple Fictional Stories ................................142 7.4. Gamifying Haiku Contest with Proposed Design Patterns .....................................144 7.5. Conclusion and Future Directions ..........................................................................146 Chapter 8 8.1. Conclusion and Future Directions ..................................................................149 Conclusion ..............................................................................................................149 8.1.1. Dissertation Summary....................................................................................149 8.1.2. Combining Rhetoric and Value to Navigate Human Behavior ......................150 8.2. Future Directions ....................................................................................................152 8.2.1. From Rhetoric to Value or from Value to Rhetoric .................................152 8.2.2. Infrastructures for Harmonizing Real World and Virtual World ....................152 8.3. Gamified Real: Enhance World with Gameful Digital Rhetoric.............................152 Reference.................................................................................................................................155 Publication List.......................................................................................................................167 Journal Papers .....................................................................................................................167 International Conferences (Peer Reviewed)........................................................................167 Full Paper ........................................................................................................................167 Short Paper......................................................................................................................169 Poster Paper ....................................................................................................................169 Domestic Conferences (Peer Reviewed).............................................................................170 Awards.................................................................................................................................170 Others ..................................................................................................................................171 Commentary....................................................................................................................171 Lecture ............................................................................................................................171 Research Grant................................................................................................................171 List of Figures |1 Chapter 1 Introduction 1.1. Background Advanced information technologies have dramatically changed our daily life. Recently, the physical artifacts that surround us are continuously becoming more intelligent (Hazenberg & Huisman, 2011) (Fujinami & Nakajima, 2005) (Kawsar, et al., 2005) (Marzano & Aarts, 2003) (Sakamoto, et al., 2012) due to the ubiquitous computing technologies and to the embedding of computers and sensors into these artifacts. These artifacts use a variety of contextual information from our surroundings, and integrating additional actuators to the artifacts creates advanced functionality. Integrating virtuality into the physical artifacts offers new opportunities for enhancing functionality. Our definition of virtuality is something that does not really exist, but that affects our daily life as if it exists. Baudrillard explains our consumption behavior as consuming symbols associated with things rather than the things themselves (Baudrillard, 1994). Due to the fact that the symbolisation of things will accelerate as we further embed computers in our life, our virtual consumption will progress rapidly. The embedding of computers in the real world allows physical artifacts to be easily enhanced using virtual objects. Specifically, pervasive and ubiquitous computing technologies offer a variety of new opportunities to improve our lifestyles. For example, mobile phones and ubiquitous public displays enable us to receive more timely information, while ubiquitous sensing technologies allow us to develop a variety of new services that change their meanings and functions according to the current situation. Moreover, social media such as Facebook1 and Twitter2 make it possible to create a new social culture among people. For example, crowdsourcing may change our work style significantly, and crowdfunding may expand our business opportunities. Crowdsourcing is a promising approach to exploit our social power and to enhance our human abilities and 1 https://www.facebook.com/ 2 https://twitter.com/ 2| possibilities (Howe, 2008). The roles of crowdsourcing have recently expanded in a variety of new areas, such as citizen science, civic engagement, and political campaigns, and will become increasingly important in a modern society (Oxford Internet Institute, 2014). Crowdfunding is a new and emerging way of funding new ideas or projects by borrowing funding from the crowd (Gerber, et al., 2012). In the crowdfunding approach, a person proposes a new project, explains its importance, provides the target amount of funds, and shows what people who fund the project will receive when the project is completed successfully. When the total amount of funds from people who would like to contribute to the project exceeds the target amount, the project can be started. After the success of the project, each contributor receives some benefits according to his /her funding. Although there are a lot of information services to support our daily activities, it is difficult to improve our daily life solely through only technology because the quality of our life heavily depends on our behavior. Various social media or smart city technologies make our life more efficient and convenient; however, to realize a flourished society in our cities, we must still alter our behavior. Persuasive technology (Fogg, 2002) uses information technologies to move people. These technologies are based on several psychology models, and several case studies have been developed. Associated user studies show that persuasive technology is effective in altering a users attitude and behavior. Persuasive technology emphasizes the strengths of computers, such as toughness, processing capacity, extensibility and ubiquity. It focuses on changing attitude, behavior and thinking as a result of interaction with computers. Although persuasive technology works for temporary behavior change, many people have difficulty changing their current behavior to more desirable behavior and keeping it. Behavioral economics asserts that people have a status quo bias, defined as a strong tendency to remain at the status quo (Samuelson & Zeckhauser, 1988) (Kahneman, et al., 1991) and it also explains that status quo bias occurs because people think the disadvantages of altering the status quo are usually more than the advantages (Kahneman, et al., 1991). People usually will not change their behavior if the personal benefit of the behavior change exceeds the cost to change the current behavior. 1.2. Navigating and Gamifying Human Behavior We believe that navigating human behavior succeeds if people can achieve human well-being as a result of their behavior change. Seligman defines the well-being theory (Seligman, 2011) as a theme of positive psychology. He defines five factors needed for humans to flourish: positive emotion, engagement, relationships, meaning and achievement. Achieving the factors of human well-being results in maintaining peoples desirable behavior. For example, positive emotions reduce the risk of catching a cold or an infectious disease. Additionally, a husband and wife who have positive images of each other can create a fruitful married life. Seligman notes that people without positivity tend to think there is no way to improve their life by themselves, while people with high positivity can act to have productive life (Seligman, 2011). Therefore, it is important to focus on achieving human well-being in order to navigate human behavior. |3 1.2.1. Research Objective Recently, Calvo and Peters introduce positive computing, where technologies are used to flourish us (Calvo & Peters, 2014); this compliments persuasive technology to enhance human well-being because only persuasive technology does not take into account whether the navigated human behavior is virtuous or not. On the other hand, positive computing aims to lead human towards well-being. In order to realize human well-being with information technologies, it is not sufficient to consider only functional aspects such as efficiency, security and usability. We argue that information services should be meaningful and valuable for realizing their users human well-being. Positive computing considers realizing human well-being, however, its design is based on highly abstracted concepts; thus, it is not easy to use these in practice. For future computer science area, we need new methodology for creating meaningful and valuable information services with maintaining human well-being. The objective of our research is to navigate people towards human well-being by enhancing the meaning of the real world with information technologies. Especially, we use games power to make the navigation process meaningful and valuable. There are various kinds of games: for example, sports games such as baseball or soccer, money game with speculative strategies and board games such as chess or reversi. In this dissertation, we especially focus on digital games such as Super Mario Bros.3, The Legend of Zelda4 and Pokémon5 published by Nintendo6 or The Pokémon Company7. These digital games include not only basic game elements like battle and collection but also aesthetic factors such as fantastic story and magnificent scene. We argue that these aesthetic factors including virtuality and fictionality are authentic games power. The splendid overall game world with virtuality and fictionality, which is produced by the assembly of information technologies, attracts a lot of people. 1.2.2. Digital Games and Human Well-being A digital game has the power to provide all of the above five factors to realize human well-being: positive emotion, engagement, relationships, meaning and achievement. Castronova identified positive emotions as the single most important motivation for game playing (Castronova, 2008). McGonigal also states that positive emotions are the ultimate reward for participation (McGonigal, 2008). Seligman argues that engagement is a concept related to flow (Csikszentmihalyi, 1997). During flow, people typically experience deep enjoyment, creativity, and complete involvement with life. Csikszentmihalyi notes that there are building blocks of the 3 http://mario.nintendo.com/ 4 http://zelda.com/ 5 http://www.pokemon.com/us/ 6 http://www.nintendo.com/ 7 http://www.pokemon.co.jp/corporate/en/ 4| flow experience, such as clear goals at each step of the way, immediate feedback on one's actions, and balance between challenges and skills (Csikszentmihalyi, 1997). Almost all digital games include immediate feedback under players control, and well-designed digital games provide clear goals and appropriate challenges based on each players skill. Additionally, games create positive relationships. Digital games explicitly provide meaningful and valuable benefits for taking part in collective action. In fictional game worlds, players frequently tend to collaborate to achieve a common goal because they gain individual benefits by achieving the goal. In Massively Multiplayer Online Role-Playing Game (MMORPG) such as EverQuest8, World of Warcraft9, or Ultima Online10, multiple players must cooperate to perform a complex mission. McGonigal argues that gamers form bonds with other gamers quickly. She represents the relationship created through collective action in games by using the concept named social fabric (McGonigal, 2011). Regarding meaning, games have various rhetorical aspects, and many people discuss their rhetoric; currently, the rhetorical power is being reinvestigated to understand the powerful effects of games (Bogost, 2007) (Treanor, et al., 2011). Achievement is often used in games, and it is a useful incentive to motivate people (Jull, 2005). Games clarify the process of achievement by using points, badges, leaderboards and other similar features. 1.2.3. Behavior Navigation with Games Recently, digital designers have begun to adopt ideas from game design to incentivize desirable human behavior. The idea of taking entertaining and engaging elements from digital games and using them to incentivize participation in other contexts has been studied in a variety of fields. In education, this approach is known as serious games (Abt, 1987), and in human computing, it is sometimes referred to as games with a purpose (Von Ahn & Dabbish, 2008). Serious games are games used effectively to increase specific domain knowledge and skills (Ritterfeld, et al., 2009). For example, defense, medicine, scientific exploration, and emergency management are typical domains that widely adopt serious games. The effect of a serious game is to increase players motivation and self-efficacy by increasing their knowledge and skills. Additionally, games for change11 and persuasive games (Bogost, 2007) are intended to change peoples attitude and behavior. Gamification recently became a popular concept for encouraging peoples daily and business activities. Deterding et al. propose a definition of gamification as the use of game design elements in non-game contexts (Deterding, et al., 2011). The concept is used in various social media services and other information services. Most of the current gamification-based services are based on adopting virtual rewards for some activities such as points for being a loyal customer, leaderboards to encourage participants competition, badges for visiting certain types of locations 8 https://www.everquest.com/ 9 http://www.warcraft.com/ 10 http://www.uo.com/ 11 http://www.gamesforchange.org/ |5 and achievements for reaching final goals. Foursquare12 is a typical pervasive service that uses a gamification approach (Olson, 1965). The meaning of virtual rewards is essential whether players enjoy the rewards or not because only game mechanics, such as points, leaderboards and badges, are not sufficient to encourage people to increase their target activities. For example, when people shown on a leaderboard do not offer a sense of reality and may be considered artificial, people may lose their motivation to participate in the activities. However, most current studies on gamification did not take into account the meaning of virtual rewards and concluded that the effect to introduce gamification is not significant (Zuckerman & Gal-Oz, 2014). On the other hand, there are researchers who claim the importance of the meaning of gamification. Nicholson proposes six psychological mechanisms: play, exposition, choice, information, engagement and reflection, to design ones intrinsic motivation to make gamification more meaningful (Nicholson, 2012). As described by Denny, goal setting is essential to make gamification meaningful (Denny, 2013). Asif also asserts that goal setting increases human intrinsic motivation (Asif, 2011). Consequently, collecting batches in gamification should have the consistent purpose of achieving the goal of incorporating gamification. Besides, Huotari and Hamari focus on users values in more semiotic aspect (Huotari & Hamari, 2012). 1.2.4. Rhetorical Aspects of Games Rhetoric has long been discussed to persuade people on a collective basis. A narrative offers a powerful effect on collective human behavior (Mayer, 2014). The narrative teaches us a norm and an ideology that we should follow and an attitude for achieving a sustainable society. Games are relatively newer media than traditional media in which many people discuss their rhetoric. Recently, rhetorical power has been reinvestigated to identify the powerful effect of a game. In games, a variety of virtual objects are embedded in the game worlds to influence players behavior. Typical virtual objects are virtual currency, virtual human beings, virtual goods and virtual clothes. Bogost argues that the unique meaning-making strategy of games is procedural rhetoric. A game designer typically wishes to express his/her ideas and feelings about conceptual visual elements in games without relying on stories, imagination, sound, etc. Instead, he/she wishes to convey meaning only through the games processes (Bogost, 2007). Procedural rhetoric offers a strong persuasive effect because rhetoric is bidirectional, although other rhetorical media are unidirectional. Additionally, in (Treanor, et al., 2011), procedural rhetoric can be used as a tool to analyse the meaning of games, but as shown in (Sakamoto & Nakajima, 2014), rhetoric that is exclusively procedural does not provide enough meaning. In (Treanor, et al., 2011), Treanor et al. also show that if a visual attached to procedural rhetoric is replaced, the total meaning of a video game is also changed. This means that game-specific mechanics represented as procedural rhetoric are insufficient to discuss how to design a games meaning. 12 https://foursquare.com/ 6| Newsgames (Treanor & Mateas, 2009) contain ideological messages represented through the interactive form, which makes people deeply consider essential, serious issues in our society (Bogost, et al., 2010). Frasca states that two properties: agency and immersion are essential for developing more persuasive expressions (Frasca, 2001). The agency property relates to whether participants can control the effects in their activities, and the immersion property relates to whether the effects reflect the players real activities without violating reality. One advantage of the game is to make players feel agency and immersion through the interaction with the game, thus increasing the sense of the games reality (Jull, 2005), and an ideological message can be represented through dynamically changed elements according to a players interaction (Treanor & Mateas, 2009). This means that digital games can be used to effectively convey the ideological meanings incorporated in the game. 1.2.5. Emotional Aspects of Games Serious games focus on the aspects of games as simulation, and newsgames use games power to make arguments. Regarding gamification, it uses games power to motivate people with extrinsic rewards. We can use games power to achieve clear purposes, such as improving education, inspiring people, and increasing business engagement; however, a mere entertainment game is itself valuable for many game fans. The value provided by playing games has great power to influence peoples emotions. In the research related to games, there are some investigations focusing on emotional factors by playing games. For example, Lazzaro classifies emotional factors about why people play games (Lazzaro, 2004). She proposes hard fun, easy fun, serious fun and people fun, and concludes that the combination of these four fun produce immersive player experiences13. Hunicke et al. present MDA framework (MDA standing for Mechanics, Dynamics, and Aesthetics) to analyze digital games (Hunicke, et al., 2004). They state aesthetics is the key source of fun by playing digital games and classifies the aesthetics of games into eight categories: sensation, fantasy, narrative, challenge, fellowship, discovery, expression and submission. PLEX Cards (Arrasvuori, et al., 2011) is a collection of 22 cards, plus two related idea generation techniques: PLEX Brainstorming and PLEX Scenario. The cards provide 22 categories of the playful experiences (PLEX) framework to designers, researchers and other stakeholders who wish to design for playful experiences. Lucero et al. apply the PLEX framework in the evaluation of some game prototypes (Lucero, et al., 2013). They state the framework categories can be used as a checklist to assess different attributes of playfulness of a product or service. 1.2.6. Gameful Digital Rhetoric: Games Full Power The game-related concepts in the area of behavior science such as gamification can provide engagement and achievement in well-being theory. For example, introducing points, levels and badges visualize the process of achievement and social interactions in gamification services 13 The basic concept of 4 keys to provide fun is explained in (Lazzaro, 2004), and Lazzaro have re-named the concept in the following web site: http://www.nicolelazzaro.com/the4-keys-to-fun/. |7 support creating the positive relationships between users. The game mechanics used in gamification-related researches can extract a part of games full power, however, only the game mechanics are insufficient to realize human well-being. Game researches focusing on semiotic aspects in the area of cultural studies have possibility to complement the weak point of gamification, because semiotic aspects can consider other factors of human well-being, positive emotion, relationships, and meaning. However, its theory or categorization is based on highly abstracted concepts; thus, it is not easy to use the concepts in practice. Our research complements the existing game-related research to navigate people towards human well-being by enhancing the meaning of the real world. In addition to incorporating game mechanics for generating engagement and achievement into the real world, combining the rhetorical and emotional aspects by playing digital games and incorporating these games power into the real world is useful to enhance our world. In this dissertation, we define gameful digital rhetoric as a design abstraction, which considers games power in terms of both the rhetorical and emotional aspects. Gameful digital rhetoric includes two design abstractions, rhetoric and value which informs, persuades and inspires human behavior and influences human emotion through digitally mediated virtual objects incorporated into the real world using information technologies. A digital game abstracts the real world with various virtual objects and their interaction. Our rhetoric extracts the abstraction of digital games, arranges it in terms of the rhetorical aspect and enhances it to be applied to the real world with information technologies. Playing a digital game influences peoples feelings, especially, its power is leading games players to have positive emotions such as fun and pleasure. We call these emotional effects provided by playing digital games as the value. The rhetoric is useful for general navigation because it can tell people the meaning of the targeted behavior; however, understanding the meaning is not always equal to valuable. In order to realize human well-being with information technologies, it is important that information services should be meaningful and valuable for users. The value contributes to point the navigation towards human well-being in terms of emotional effects. Therefore, by considering both the rhetoric and the value with the existing navigation based on games power, as a whole, we can enhance the meaning of the real world with achieving the meaningful and valuable navigation towards human well-being. Our design abstraction, gameful digital rhetoric including both the rhetoric and the value can be easily incorporated into the real world. In this dissertation, we show the usefulness of gameful digital rhetoric through some case studies including scenario-based analysis, systems development and some experiments using gameful digital rhetoric. As a whole, our research provides useful knowledge on incorporating the semiotic factors with information technologies as a form of gameful digital rhetoric. Figure 1.1 shows the relationship between our research and the existing game-related research. 8| Figure 11.1 Researrch Goal The cconcept of diividing the design abstracction into thee rhetorical and a emotionaal aspects is useful to deesign and anaalyze digital games or ggamified serv vices. Howev ver, the rhetooric and the value someetimes overlaap in a digitall game. Somee digital gam mes or gamifieed services foocus mainly on the rhetorical intent, such s as educcating or insppiring users, while otherss focus on thee emotional value, such as providing g fun or pleassure. We can apply our deesign abstracction includinng the rhetorric and the vaalue to desig gn both gamees with rhetoorical intent and a games fo or providing emotional values. v Regaarding the forrmer, it is app propriate to ffocus on considering which rhetoric ssuits best the intent of a ggame or a gaamified service. With the latter, it is useful u to add a variety of values. Figu ure 1.2 preseents an overv view of the rh hetoric-focussed and the value-focused v d designs. Fig gure 1.2 Rhetoric-focu R used Design and Value-ffocused Dessign |9 1.2.7. Navigating and Gamifying Collective Human Behavior In order to realize human well-being, navigating collective human behavior is important. The problem of collective human behavior is a central problem in our social life. In innumerable circumstances - in business, in families, in sports and in politics - indeed, in virtually every aspect of life, coordinated collective human behavior can lead to better outcome compared to uncoordinated individual action. A problem of cooperation arises in the presence of public goods. Since each person prefers to maximise his/her individual benefit, people tend to free ride on others efforts. The situation has been classically modelled in game theory (Miller, 2003). Most solutions to this problem involve designing new strategies, mechanisms and rules for coordinating people (Dolan, 2010) (Wolfe, et al., 2014). In (Mayer, 2014), a narrative can be used to force collective people to take action to maximize their collective benefits because the narrative educates people to make them understand that their coordination determines their end benefits. This means that we need a good framework to navigate human behavior whenever people aim to achieve different individual benefits. Digital games explicitly provide meaningful and valuable benefits for taking part in collective action. In fictional game worlds, players frequently tend to cooperate their powers to achieve their common goal because they reap their own individual benefits by achieving the common goal. In MMORPG, multiple players need to cooperate to achieve a complex mission. However, in the real world, people usually feel difficulties to understand the necessity to achieve their common goal and their individual benefits by achieving the goal. Incorporating gameful digital rhetoric into the real world has a possibility to clarify the benefits and encourage collective human behavior. 1.2.8. Summary A digital game offers a virtual world that contains various virtual objects and events to influence players behavior in the fictional world. Well-designed digital games offer players many attractive imaginary and artificial benefits through meaningful and valuable experiences. In games, various virtual objects are embedded in the game worlds to influence players behavior. When designing an attractive digital game, a game developer defines its meaning through how a player perceives virtual objects and events in the virtual world. If the player feels that the world is meaningful and valuable, he/she will enjoy the game. We believe that the same applies in our real world. If we perceive that objects and events in our real life are meaningful and valuable, we can enjoy our real life. Gameful digital rhetoric in digital games often plays a role of indicating a players actions to advance the game. It also becomes a sign that encourages a particular type of human behavior when it is embedded in the real world through ubiquitous computing technologies. Incorporating gameful digital rhetoric into the real world contributes to enhance the meaning of the real world if the gameful digital rhetoric is meaningful and valuable to people. Thus, virtual objects can be useful tools to influence human behavior, thinking, and feeling in the real world. The enhanced meaning through gameful digital rhetoric makes explicit the desirable goal achieved through activities and encourages people by offering many attractive imaginary and artificial benefits. 10 | 1.3. Relaated Work k The oobjective of our research h is to navigaate people towards human well-beingg by enhancing the meanning of the real r world with w informattion technolo ogies; thereffore, our ressearch focusees not only on computeer science but b also on the area of o behavior science andd cultural sttudies. Persuuasive techno ology and gaamification aare placed in interdiscipliinary area off computer sccience and bbehavior science. Thesee researchess aim at naavigating hu uman behaviior by increeasing extrinnsic motivatiion. Howeveer, these reseearch areas do d not take in nto account w whether navigated humaan behavior is virtuous or o not. Our rresearch com mbines thesee research arreas with con ncepts from the area of cultural c studiies and aims to define thee meaning off navigation ((Figure 1.3).. Figure 11.3 Research Focus In thiis section, w we introduce the t related w work classifieed into three categories; computer sccience, behavvior sciencee and cultural studies. W We first inttroduce persuasive technnology and some exam mples using the techno ology. Addiitionally, we w explain the inform mation techn nology infrasstructures fo or coordinatiing human behavior su uch as crowd dsourcing annd crowdfun nding. Regaarding behaviioral sciencee, we consideer psycholog gical conceptts related to human need ds and behavvior, behavio oral economiics and gamee theory, beccause these researches r coonsider emottional, econoomic and so ocial incentiv ves, which innfluence hum man behavio or. We also ffocus on sem miotic aspecct, especially y semiotic deesign propossing values for f people. These T researc rches are useeful to consiider the attacched meaning g of productss or services.. 1.3.1. 1 Com mputing in a Daily Lifee Persuuasive techno ology uses information i technologiess in order to o change huuman attitud de and behavvior (Fogg, 2002). 2 Associated user stuudies show th hat persuasiv ve technologgies are effecttive in | 11 altering a users attitude and behavior. For example, UbiFit Garden is a mobile application that changes a users physical activity by using positive feedback if the users behavior is desirable (Consolvo, et al., 2006). Nakajima and Lehdonvirta reported four case studies that adopt both positive and negative incentives to control a users behavior (Nakajima & Lehdonvirta, 2013). Appropriate feedback is chosen according to a users current situation, which is acquired by sensors attached to physical artifacts. However, several problems with current persuasive technologies were recently presented (Hekler, et al., 2013). EcoIsland (Nakajima & Lehdonvirta, 2013) illuminates its motivational factors, such as social and economic incentives. The system was developed as a desktop application or a mobile phone application that expresses a representation of a family on a virtual island. The users set a target CO2 emission level; they manually report their consumption levels using the desktop or the mobile application. If they fail to stay below the consumption limit, the level of water around the island rises. This consequence makes the avatars living on the island feel threatened. To reduce the level of water, several tasks are proposed. These actions can include energy reduction in the house, such as unplugging some devices, or outside the house, such as using public transportation instead of a car. They also earn virtual money, which they can exchange online with other families who did not reach the target level of emissions, or they can buy items to decorate their island. Mona Lisa Bookshelf tries to navigate its users to keep a bookshelf organized (Nakajima & Lehdonvirta, 2013). Each book in the bookshelf is connected with a piece of a digital image of the Mona Lisa and a display placed near the bookshelf shows the image to the users. As in a picture puzzle, the image changes according to how the books are positioned in the bookshelf. Mona Lisa Bookshelf controls the users sustainable behavior through feedback control, with positive and negative feedback. Crowdsourcing is a promising approach to exploit our social power and to enhance our human ability and possibilities (Howe, 2008). For example, Amazon Mechanical Turk14 is currently the best known crowdsourcing system (Kittur, et al., 2008). Amazon Mechanical Turk uses monetary rewards to encourage people to perform micro-tasks. Accordingly, the system only considers monetary benefits. However, as shown in (Antikainen & Väätäjä, 2010), monetary rewards are not always the best strategy to motivate people to perform tasks. Moreover, if money is involved, quality control becomes a major issue because of the anonymous and distributed nature of crowd workers (Harper, et al., 2009). Although the quantity of work performed by participants can be increased, the quality cannot, and crowd workers may tend to cheat the system to increase their overall rate of pay if only monetary rewards are adopted. Instead, contributors appreciate many intangible factors, such as community cooperation, learning new ideas and entertainment. The results of research investigating human motivation in crowdsourcing show that not only monetary rewards but also intrinsic motivation such as hedonic pleasure, autonomy, and a variety of skills required to complete tasks are important for continuing to engage in tasks (Kaufmann & Schulze, 2011) (Sun, et al., 2011). 14 https://www.mturk.com/mturk/welcome 12 | Non-monetary motivations have been successfully represented in examples such as Yahoo!Answers 15 and Answers.com 16 . UbiAsk (Liu, et al., 2012) is a mobile crowdsourcing platform built upon an existing social networking infrastructure. It is designed to assist foreign visitors by enlisting the local population to answer their image-based questions in a timely fashion. Existing social media platforms are used to rapidly allocate micro-tasks to a wide network of local residents. This approach allows us to enhance existing social media by leveraging end-users. Participants are critical to the evolution of social media. Crowdfunding is a new and emerging way of funding new ideas or projects by borrowing funding from the crowd (Gerber, et al., 2012). This approach is different from a donation because contributors will expect some benefit when the supported project succeeds, whereas a donation does not include any return considerations. If the benefit has a high scarcity value, it provides a great incentive for the contributors. However, existing crowdfunding platforms, such as Kickstarter17, Indiegogo18, RocketHub19, Fundable20, and Crowdfunder21 require participants to fund with real money; thus, only people who have extra money can join in. Additionally, it requires much more effort to execute a project because the scale of a project tends to be large. Although several research works have already investigated existing crowdfunding infrastructures (Gerber, et al., 2012) (Greenberg, et al., 2013) (Hui, et al., 2013), little research has been devoted toward the design and experience of building new crowdfunding infrastructures. In spite of this dearth of research, (Muller, et al., 2013) has provided a useful example involving an experiment in enterprise crowdfunding. Employees allocated money for employee-initiated proposals on an enterprise Intranet site, including a medium-scaled trial of the system in a large multinational company. The results showed that communities in a large company propose ideas, participate and collaborate and that their activities can be encouraged through crowdfunding. The approach details a new collaboration opportunity and shows that crowdfunding is a promising method for increasing activity within communities. 1.3.2. Scientific Approaches for Navigating Human Behavior Behavioral economics explore why people sometimes make irrational decisions and why and how their behavior does not follow the predictions of economic models (Kahneman, 2011). In particular, our thinking easily tends to be biased (Kahneman, 2011) and to be unconsciously socially influenced (Cialdini, 1987). Behavioral economics explains peoples biased thinking such as status quo bias, heuristics, and framing effect. A status quo bias is defined as a strong 15 https://answers.yahoo.com/ 16 http://www.answers.com/ 17 http://www.kickstarter.com/ 18 http://www.indiegogo.com/ 19 http://www.rockethub.com/ 20 http://www.fundable.com/ 21 http://www.crowdfunder.com/ | 13 tendency to remain at the status quo (Samuelson & Zeckhauser, 1988) (Kahneman, et al., 1991) and it also explains that status quo bias occurs because people think the disadvantages of altering the status quo are usually more than the advantages (Kahneman, et al., 1991). In some cases, heuristics are dangerous and lead to mistakes in decision-making. Regarding framing effect, people construct a set of mental filters through biological, emotional, economic and cultural influences. The choices they make are influenced by their creation of a frame. Framing can affect the outcome of a choice problem. The framing effect, a cognitive bias, implies that presenting the same option in different formats can alter a persons decision (Kahneman, 2011). Psychological concepts can be applied to the economic decision-making processes of individuals and institutions (Dolan, 2010) (Wolfe, et al., 2014). People are more sensitive to the decrease in the value of money than to its increase, a fact that is adopted to evolve future micro-payment strategies (Yamabe, et al., 2009). As described in (Sakamoto, et al., 2013), a persons unique personality determines the importance that he/she places on different values. The results of behavioral economics also show that each person assigns different importance to the same value according to his/her current environmental or emotional situation. Maslow et al. claims that human motivation is based on a hierarchy of needs (Maslow, et al., 1970). In Maslows hierarchy of needs, basic needs are physiological needs such as for food. Other needs are safety needs, social needs, esteem needs. At the highest level, when all the other needs are satisfied, we can start to satisfy self-actualization needs. Because a user feels that a product has value when it satisfies his/her needs, satisfying needs is closely related to defining values. Regarding human needs, self-determination theory was proposed by Ryan and Deci (Ryan & Deci, 2000). In the theory, Ryan and Deci defined three innate psychological needs: competence, autonomy and relatedness as important factors to generate human motivation. For each individual, one of the needs is typically stronger than the others, which influences each persons personality. Ryan and Deci claim that the process to cause people to have a conscious purpose to achieve their goals is essential to develop human motivation (Ryan & Deci, 2000). Game theory explains peoples decision making in a social community. Miller claims that if each person considers only his/her individual benefit, shared goods cannot be well-maintained (Miller, 2003). Because each person prefers to maximize his/her individual benefit, people tend to free ride on others efforts. Most solutions to this problem involve designing new strategies, mechanisms and rules for coordinating people (Dolan, 2010) (Wolfe, et al., 2014). Sen and Körner propose a set of rules to make a decision that is desirable for all people based on social justice (Sen & Körner, 1974). Besides, design activism (Fuad-Luke, 2013) proposes several methodologies for changing the behavior of groups. However, there is no discussion about how to encourage people to make a decision based on social justice. In (De Mesquita, 2010), De Mesquita shows that game theory is useful to predict the future, but human navigation to make a correct decision is important to choose one of possible better futures. In the real world, each person may not be able to make a decision based on the best strategy, and this is a reason why collective human behavior is a difficult issue. For example, rational thinking makes it possible for us to maximize our benefits (Miller, 2003), but there are several pitfalls in designing collective human behavior based exclusively on rational thinking. For example, 14 | peoples daily decision making may be biased (Kaufmann & Schulze, 2011), information that can be used for peoples decision making is asymmetric or ambiguous (Akerlof, 1970) (Weber, 1987), and because of their laziness, people usually do not take desirable actions (McGonigal, 2013). Each person is affected by various surrounding situations to prevent him/her from choosing the best strategies. Economic incentives are powerful for motivating people to change their attitude and behavior. An economic incentive is a tangible reward that users consider valuable, but it is not necessarily actual money or goods. Today, the virtual economy is rapidly growing, and the effectiveness of virtual goods has already been proven (Lehdonvirta & Castronova, 2014). In most previous studies, monetary rewards have been discussed as an economic incentive but for people, rare objects can be considered the same as a monetary reward. In online games, millions of players work hard to obtain rare and valuable virtual goods and even trade those goods for real money at a rate of three billion dollars per year (Lehdonvirta & Ernkvist, 2011). Virtual goods can be exchanged in virtual economy as valuable goods similarly to real goods. For example, beautiful clothes or strong weapons are a typical good in the virtual economy because a player can buy it using his/her money in popular online games. Lehdonvirta proposes three attributes that make virtual items valuable in a game (Lehdonvirta, 2009). The first attribute is a functional attribute consisting of two categories: performance and functionality. Performance is the skill to play a game well, and functionality of the equipment increases the possibility of winning the game. The second attribute is the hedonic attribute. This attribute consists of six categories: visual appearance and sounds, background fiction, provenance, customizability, cultural references, and branding. The hedonic attribute offers value to satisfy a users emotional desire. The third attribute is the social attribute. This attribute consists of one category: rarity. This value is strongly associated with the ability to distinguish a group of owners from non-owners. These attributes are effective to make virtual goods more meaningful. 1.3.3. Designing User Experience from Semiotic Perspective The result of semiosis allows us to deal with non-existing objects. In our mind, we can create various non-existing objects as semiotic objects. The semiotic object is as follows. [ ] every device by which an expression conveys a set of properties as its content [ ] all expressions which convey as their proper content whatever we are used to call the meaning of the signified of the expression: the idea of an animal, of a place, of a thing, of a feeling, of an action, of a natural law like universal gravitation, of a mathematical entity, et cetera. (Presented by Eco, U., On the Ontology of Fictional Characters: A Semiotic Approach, pp. 88-89, 2009) Symbols are used to represent non-existing objects, to express fictional objects, abstract objects, or objects in alternate histories. Since these symbols are used to represent a variety of things, creatures, and worlds to express non-existing objects, the semiotic approach is suitable as the basis of the analysis of the reality on fictional stories. | 15 Some researches consider values from a semiotic point of view (Krippendorff, 2005). Value-sensitive design (VSD) integrates ethics and design (Friedman, et al., 2006). The design methodology emphasizes the values of direct and indirect stakeholders and accounts for human values throughout the design process; it is influenced by a participatory design experience. Worth-centered design (WCD) (Cockton, 2006) claims that human computer interaction should incorporate the concept of values as a design goal. A priori usability evaluation and context fit cannot distinguish between tolerable design problems and problems that have a major impact. WCD moves the focus from context of use to the context of impact, meaning that understanding outcomes is more important than how to achieve the outcomes. Boztepe also proposes four values for designing products that are more attractive: utility value, social significance value, emotional value and spiritual value (Boztepe, 2007). Jordan proposes four pleasures: physio-pleasure, psycho-pleasure, socio-pleasure and ideo-pleasure (Jordan, 2002). Besides, Nakajima and Lehdonvirta propose five incentives: physical, psychological, social, economic and ideological incentives (Nakajima & Lehdonvirta, 2013). Because these proposals offer classifications of human desires, they are useful in directly affecting human behavior. In (Gilmore & Pine, 1999), Gilmore and Pine claim that what people actually desire is not products but the experience that products provide. Experience emerges from the product and the users interaction. A users activity involving a product engages the users experience with the product. Designing user experience links the viewpoint of usability with the notion of a users emotional and contextual needs (Hassenzahl & Tractinsky, 2006) (Wright & McCarthy, 2010). Traditionally, designing computer systems considers only quantitative metrics to improve the utility of products and services, but these studies in user experience show that capturing user experience offers more value in terms of products and services. There are several approaches to developing tools to capture user experience. IDEO Method Cards (IDEO, 2003) is a collection of 51 cards expressing various ways that design teams can understand the people who use products and services designed by them. They are used to generate a number of different methods accessible to members of a design team. They explain how and when the methods are best used and demonstrate how they have been applied to actual design projects. PLEX Cards (Arrasvuori, et al., 2011) is a collection of 22 cards, plus two related idea generation techniques: PLEX Brainstorming and PLEX Scenario. The cards provide 22 categories of the playful experiences (PLEX) framework to designers, researchers and other stakeholders who wish to design for playful experiences. Each stakeholder interprets values from different points of view. The design with intent toolkit (Lockton, et al., 2010) helps a designer with designs intended to influence or result in specific user behavior. The toolkit contains 101 cards classified into eight categories: architecture, error proofing, interaction, ludic, perceptual, cognitive, Machiavellian and security. Each category offers a useful design pattern to lead a designer to a better design. Because these tools offer additional visual and verbal information in each classified category, they are helpful for analyzing products by broadening horizons of participants who participate in the analysis. Regarding collective human emotion, participatory design (Schuler & Namioka, 1993) is an approach originating in the Scandinavian design community (Ehn, 1992). This design approach attempts to actively involve all stakeholders in the design process to ensure that the product 16 | design meets their needs. Identifying stakeholders values is essential in participatory design. Besides, a frame in social theory consists of a schema of interpretation, which is a collection of anecdotes and stereotypes (Goffman, 1974). Each person whose personality and culture are different from other persons may have different values. Participatory design and frame analysis are appropriate foundations for analyzing values for a variety of people. 1.4. Contribution The contribution of this dissertation is as follows: Navigate human behavior towards human well-being In order to solve various problems in society, it is needed to change human behavior. Changing the behavior of individuals and overall community contributes to the realization of sustainable society. However, only considering behavior change is not sufficient to realize flourished society. Navigating only human behavior is not equal to navigating human behavior with maintaining human well-being. Gamification improves the navigation process by using games power; however, gamification focusing on only game mechanics tends to encourage only human behavior. An original game can encourage human behavior with maintaining human well-being. Our research reconsiders the games full power to realize human well-being and contributes to use it as a form of gameful digital rhetoric. Provide design abstractions as a form of gameful digital rhetoric Even if we discuss the semiotic aspects of navigation in terms of cultural studies, it would not be useful if we cannot apply the concepts to the real world. Our design abstraction, gameful digital rhetoric including both the rhetoric and the value can be easily incorporated into the real world. Through the overall dissertation, we justify the usefulness of gameful digital rhetoric through multidisciplinary literature surveys, our experiences in designing and developing information services, and their experiments and analyses dealing with gameful digital rhetoric. As a whole, our research provides useful guidelines to incorporate the semiotic factors with information technologies as a form of gameful digital rhetoric. Incorporate virtuality and fictionality into the real world through information technologies We focus on games aesthetic aspects including virtuality and fictionality as an authentic games power. Adding gameful digital rhetoric enhances the meaning of the existing objects in the real world in order to influence human behavior, and increases human motivation through virtuality and fictionality. In this dissertation, we show various examples adding virtuality and fictionality to objects in the real world through information technologies such as crowdsourcing and ubiquitous computing technologies. Figure 1.4 shows an overview of the above three contributions. | 17 Figure 1.4 An Oveerview of Reesearch Contribution C Complemen nt the existin ng game-relaated researcches As w we mentioned d in Section 1.2, there ar are a lot of game-related g research terrms: gamificcation, seriouus games, games g with a purpose, nnewsgames and a so on. Our O researchh complemen nts the existiing game-rellated research hes to navigaate people to owards humaan well-beingg by enhancing the meanning of the real world, as shown in the Figu ure 1.1 in Section S 1.2.66. In additiion to incorrporating gam me mechaniccs, combiningg the rhetoriccal and emotiional aspectss by playing digital d gamees and incorp porating the power into the real wo orld are usefu ul to enhancee our world.. As a resultt, we can usee games full power and aapply it to th he real world.. N Navigate co ollective hum man behavioor by using crowdsourccing and divverse elements of ggameful digiital rhetoric As ddescribed in Section 1.2.7, coordinaating collectiive action iss important to realize human h well-being. We in nvestigate ho ow to design collective hu uman behaviior in crowdssourcing by using gamef eful digital rhetoric r and show the ppossibility to o navigate co ollective hum man behavio or. We 18 | define various kinds of the rhetoric and the value as a form of the Rhetoric-based Design Framework and the Value-based Design Framework, which we introduce in Chapter 5 and Chapter 6. Besides, we show the efficacy of them based on both the existing theory and our experiences from some case studies. The variety of gameful digital rhetoric contributes to influence diverse people in the society, which is useful to navigate collective human behavior. 1.5. Dissertation Overview This dissertation is structured as follows. Chapter 1 presents an introduction of the research and dissertations overview. Chapter 2 proposes two models, GamiRhetoric Model and GamiValue Model. The GamiRhetoric Model defines six frames of rhetoric to examine how to enhance meaning of virtual objects and the GamiValue Model defines eight frames to attach values to virtual objects. Through analysis of an existing digital game by using the GamiRhetoric/GamiValue Model and some experiments, we provide design guideline to incorporate gameful digital rhetoric into the real world. Chapter 3 explains a case study about a community-based mobile crowdsourcing system named Micro-Crowdfunding as a platform system for encouraging collective action. Micro-Crowdfunding is a crowdsourcing architecture that is based on the crowdfunding concept for encouraging people to increase their awareness of how important it is to sustain small, common resources. It aims at motivating people to participate in achieving a sustainable society. In this chapter, we explain the basic design and implementation of Micro-Crowdfunding and provide experimental results which show how economic and social factors are effective in facilitating Micro-Crowdfunding. Chapter 4 proposes Augmented Trading Card Game (Augmented TCG) system as a case study of incorporating virtual objects into the real world. Augmented TCG enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. In this chapter, we introduce the basic design and implementation of Augmented TCG and show some experiments about enhancing physical artifacts with virtuality and fictionality. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented TCG as one form of transmedia storytelling. Chapter 5 investigates how to design collective human behavior in crowdsourcing by using gameful digital rhetoric. The first topic of this chapter is to extract seven insights from our experiences in building and operating three community-based mobile crowdsourcing services: Micro-Crowdfunding, MoboQ, and BianYi and justify these insights through multidisciplinary literature surveys. The second topic is to present the Rhetoric-based Design Framework which enhance the GamiRhetoric Model in Chapter 2 to match with the real world by using the above seven insights for designing gameful digital rhetoric. We present Collectivist Crowdsourcing, which is a concrete example using the Rhetoric-based Design Framework and show two scenarios to enhance the basic strategy. Finally, we discuss several challenges of the current approach. | 19 Chapter 6 focuses on the intelligent artifacts enhanced by virtuality and fictionality to influence human behavior. The first topic is to present the Value-based Design Framework which enhances the GamiValue Model in Chapter 2 to navigate human behavior in the real world. We show the validity of this framework based on multidisciplinary literature surveys and three case studies: Augmented TCG, Augmented Go, and Virtual Aquarium. The second topic is how to apply the Value-based Design Framework to analyze the values of digital-physical hybrid artifacts. In addition, we show present design implications to apply the Value-based Design Framework to analyze and enhance intelligent artifact. Chapter 7 presents some design patterns to keep reality when we incorporate gameful digital rhetoric including fictionality into the real world. The proposed design patterns cover three aspects. The first aspect is to exploit visual reality. The second aspect is to exploit ideological messages in fictional stories. The third aspect is to compose multiple fictional stories. This chapter also shows a case study to motivate and gamify to join the Haiku contest by increasing the awareness of the importance of the contest. Finally, we show the effectiveness of the proposed design patterns. Chapter 8 provides a summary of this dissertation and concludes our research. 20 | | 21 Chapter 2 Gameful Digital Rhetoric 2.1. Introduction In this chapter, we propose two models based on the concepts typically used in digital games to assist in the design and analysis of gameful digital rhetoric. The first model is the GamiRhetoric Model, which defines six frames to examine how to enhance the meaning of virtual object. The second model is the GamiValue Model, which defines eight frames to attach value to virtual objects. Gameful digital rhetoric includes two design abstractions, rhetoric and value which informs, persuades and inspires human behavior and influences emotion as we mentioned in Chapter 1. The GamiRhetoric Model contains the rhetoric, which extracts the abstraction of digital games, arranges it in terms of the rhetorical aspect, and the GamiValue Model is constructed of the value which is related to the emotional aspect when playing digital games. Each item of the rhetoric or the value does not always exist independently. A digital game contains various types of the rhetoric and the value. In this chapter, we analyze an existing digital game and show how the models are used in the game. Additionally, we discuss ways to enhance the meaning in both the game world and the real world through multiple media channels. We also conduct experiments about how the rhetoric in the GamiRhetoric Model influences human behavior in the real world. This analysis becomes a first step to incorporate gameful digital rhetoric into the real world with a natural form. 2.2. Frameworks for Analyzing Games Power 2.2.1. GamiRhetoric Model The GamiRhetoric Model shown in Figure 2.1 is a semiotic model for designing gameful digital rhetoric to make the digital world meaningful that consists of six types of rhetoric: curious rhetoric, narrative rhetoric, collective rhetoric, procedural rhetoric, social rhetoric and economic rhetoric. The model is influenced by the MDA framework, which is a popular model to analyze digital games. 22 | Figure 2.1 GamiRhetoric Modell The ccurious rheto oric influencees people thrrough our five senses, such as visual annd auditory, which offer us emotionaal engagemen nt, such as int nterest, happiness or comffort, and incrrease our curriosity, motivvating our acctivities. The narrative rhhetoric contaains an argum ment specifieed into a narrrative. A typpical narrative teaches peo ople what theey should do in their ideall daily life annd has two ty ypes of aspeccts. The first aspect is desscribing ideollogical messages in the narrative, n andd the second aspect a conceerns goal setting in the narrative. T The collectivve rhetoric presents p peopples accumu ulated effortts, and is one of essentiaal motivationns for peoplee to continuee their effortss. The proceedural rhetooric was pressented by Bo ogost, who sstated that itt involves th he practice oof using proccesses persuuasively (Bog gost, 2008). This T type of rhetoric is peculiar to dig gital games, w which work based on intteractions beetween the game g world aand a game player. Finallly, the sociaal rhetoric an nd the econoomic rhetoriic offer norm ms, rules andd mechanism ms for interaactions amonng people th hat are typicaally used to coordinate collective c acttion in the real world. These T rhetoricc includes various sociaal mechanism ms, such ass market ecconomy, giftt economy, altruistic soociety, battle and role-pplaying mech hanisms, wh hich are also typical undeerlying mech hanisms usedd in popular digital d gamees. As foor using the frame f of the GamiRhetorric Model, en nhancing the meaningfulnness added to o each framee is importan nt. The agen ncy and imm mersion properties are useful conceptts that are used in videoo games to make m objectss more meanningful (Frassca, 2001). The T agency pproperty relaates to whethher participaants can con ntrol the effeects in their activities, an nd the immeersion propeerty to whethher the effects reflect thee players reaal activities without w violatting reality. 2.2.2. 2 Gam miValue Moodel Theree are some reesearches thaat focus on thhe concept off value to design attractivve products. Using valuees has recenttly been reco ognized as aan importantt design approach to devveloping dessirable inform mation serviices (Boztepe, 2007) (Frriedman, et al., 2006) (Cockton, ( 20006). In anallyzing digitaal games, it is useful to summarize ssystematically what valu ues players ffeel toward digital d gamees. The G GamiValue Model M is sho own in Figuure 2.2. The values in th he model aree extracted from f a semiootic point off view (Kripp pendorff, 20005), and thee model defines eight fraames to attacch the follow wing valuess to virtual objects: em mpathetic va alue, informative value,, aesthetic value, stimuulative valuee, serene vallue, commonn value, raree value and ideological i vvalue. We fix f the GamiiValue Modeel through thee delphi cardd sorting metthod (Paul, 2008). 2 | 23 Figure 2.22 GamiVa alue Model The eempathetic value v is effecctiveness in evoking peo oples emotio ons. Empathy hy engages people, makinng them feell close to the empatheticc form, regarrdless of wh hether it is a living being g. The inform mative valuee is the utility y of the infoormation in helping h peop ple make bettter decisionss. The aesthhetic value is an importan nt concept in making artiffacts more attractive. Aessthetics is a branch b of phhilosophy add dressing the nature of artt, beauty, and d taste and th he creation an and appreciattion of beautty. The stim mulative valu ue arouses ppeoples senses through feelings succh as exciteement, surprrise, thrill, an nd enthusiasm m. The serenee value is alsso related to players feelilings; however, the valuee is serene, co ontaining callmness, warm mth, comfortt and relaxation. The com mmon value an nd the rare vvalue are gen nerated in so ocial commuunity. Objectss with comm mon value aree considered d to be valuaable by many y people. Forr example, oobjects with popularity, p su uch as fashioonable and faamous brandds, have the common c valu ue. In contrasst, objects wiith the rare value are uniqque and difficcult to obtainn. Some objects with hig gh rarity enaable their ow wners to feell self-esteem m by showing g their statuss. What is here referred to o as the ideollogical valuee is the notion n of influenciing users thiinking and bbehavior thro ough influenccing their attiitudes and vaaluesin oth her words, edducating userrs on a deepeer level. 2.3. Anaalyzing Rh hetorical Aspects oof the Existing Gam me In thhis section, we analyze the digital game Pokkémon published by Niintendo usin ng the GamiiRhetoric Moodel and the GamiValue M Model. We can observe th he types of rh rhetoric and values v that eexist in Pokéémon-related d media. Thee basic conccepts of Pokkémon are baattling and getting g Pokém mon through hout the game story. Som me players plaace value on the battles, w while others value colleccting and am massing Pokéémon. Havingg sold more than t two hun ndred millionn and sixty million m 24 | copies22, the Pokémon video game software provides much value for players all over the world. Additionally, Pokémon is an open game, which means that enjoyment can be felt even outside of the game. The Pokémon world contains multiple media channels through which the details of the world are defined using a transmedia storytelling, including Pokémon-related animation, movies, comics, card games, festivals, amusement parks and character goods. Transmedia storytelling is the technique of telling a story or story experience across multiple media or platforms (Dena, 2010) (Ruppel, 2012). In Pokémon, Each media is synergized with the game, and much of the rhetoric and the value exist in each media in addition to the game itself. 2.3.1. Rhetoric in Pokémon Game The Pokémon game contains all six types of rhetoric of the GamiRhetoric Model presented in Section 2.2.1. The visuals of various Pokémon, the visuals and sounds of each city that the player visits and the brave battle scenes become parts of the curious rhetoric. Because there are over seven hundred Pokémon23 in the game, the possibility that there are some Pokémon fitting a players preferences is high. These characteristics enhance the agency and the immersion properties. Additionally, for a player, getting his/her favorite Pokémon and exploring his/her favorite city strengthen the bond between the players interest and the game world. They also increase the agency property. The collective rhetoric is added by the elements of badges, experience points and Pokédex24. The Pokédex heightens the agency property because the recorded Pokémon are only those that players have got or met. Additionally, the entire game relies on the mechanisms of supporting incremental achievement following the players level. The strong relationship between the game and the players activities contributes to increasing the agency and immersion properties. In the Pokémon game, a player advances in the game following the games story. The story of the Pokémon world contains ideological messages, such as coexistence and friendship between players, who are called Pokémon trainers, and Pokémon. These factors provide the narrative rhetoric. The narrative rhetoric containing the reality and the agency property are generated by the story progressing based on the players control. Pokémon game has basic mechanisms, such as the elements of getting, battling and exchanging Pokémon. These elements have the characteristics of the procedural rhetoric. Players get Pokémon by throwing a Poké Ball to Pokémon, which means that the player and Pokémon become friends; this feature is one of the main themes Pokémon world. We can only execute these types of activities in the digital world. The procedural rhetoric adds the agency and the immersion property with immediate feedback through the interactions between the player and the digital world. 22 http://www.pokemon.co.jp/corporate/business/ (The number is based on the data on March, 2014.) 23 The number is based on the data on October, 2014. 24 Pokédex is an illustrated guide that includes Pokémons data. | 25 A Player undertakes the basic actions of battling and exchanging Pokémon as a Pokémon trainer with non-player characters in digital world; however, they can perform these activities with actual people. The existence of actual relationships and interaction among players is a part of the social rhetoric. The economic rhetoric, such as virtual economy and the rarity of Pokémon, also exists in the game world. The social rhetoric and the economic rhetoric provide a strong relationship to the real world. This rhetoric gives digital games reality, which is crucial in increasing the agency and the immersion property. 2.3.2. Values in Pokémon Game In this section, we discuss the value in each type of rhetoric as described in the above section. Regarding the curious rhetoric, players can derive the aesthetic value from the graphics of cities and landscapes in the game and the empathetic value from the Pokémon, which look similar to players. The empathetic value is also generated by the Pokémon that the player gets and raises. This effect is related to the collective rhetoric and the narrative rhetoric. The sources of the value differ depending on the situation. If the source that generates empathy concerns only Pokémons visual appearance, then only the curious rhetoric influences players. However, players can also empathize with Pokémon because they have spent substantial time together and had dramatic interactions with the Pokémon. In that case, a players Pokémon cannot be replaced by other Pokémon, although they share an identical visual appearance. The key factors are the collective rhetoric and the narrative rhetoric. A description of brave and thoughtful characters or a story containing the coexistence of people and Pokémon includes the ideological factors and conveys the ideological value through the narrative rhetoric. The procedural rhetoric can provide various values. The variations among Pokémon and their moves during battle enable players to consider infinite strategies. This variation relates to the informative value by enhancing the possibility that the players will make decisions through their preferred methods. During the blistering battle, players can feel the stimulative value. An interaction with Pokémon is part of the procedural rhetoric and provides significant serene value for Pokémon fans. The social rhetoric and the economic rhetoric generate values among social communities. Getting particularly popular Pokémon is connected to the common value; in contrast, getting rare Pokémon generates the rare value. 2.3.3. Enhancing Rhetoric and Value through Other Media Pokémon is an open game with which many media are synergized. The analysis in this section explains how the original game derives additional rhetoric and value through other media, such as animation, movie, festival events, toys and other goods. Animation is strongly related to the narrative rhetoric. Although the actor who performs the actions of getting Pokémon, battling, and exploring is the player himself/herself in the digital game, the performer of these actions is an animated character in the animation. Then, a translation of the narrative rhetoric occurs. This process encourages audiences to think deeply about ideological aspects, such as the importance of bravery, friendship and challenge. It increases the ideological value. Regarding the Pokémon-related events, the curious rhetoric is incorporated into them. The curious rhetoric from participating in the real world events enhances the agency 26 | and the immersion, which leads the participants to feel great interest in the game and empathy for the characters. Additionally, Pokémon events often contain the collective rhetoric with the economic value because there are some rare Pokémon that can only be got at the events. The experience of participating in the events becomes visible in the form of collecting rare Pokémon in the digital world. The Pokémon movie is screened every year, and players can get rare Pokémon related to the movie. The main Pokémon in the movie often have background stories in which the narrative rhetoric defines the meaning of the Pokémons existence. This type of story enhances the empathetic value of the Pokémon. In the real world, collection of Pokémon goods alters the collection of digital Pokémon. It is also the collective rhetoric, which can generate the empathetic value, the rare value and the serene value. The tangibility of the real goods increases the rare value. In Pokémon, the combination of many types of rhetoric immerses players in the Pokémon world. One of Pokémons main themes, collection is comparatively easy to incorporate into the real world while maintaining consistency. Manufacturing goods relating to many types of Pokémon provokes empathy in many people. Another main theme, battle, is also easy to realize in the real world because there are many physical games involving battle between people using objects, such as chess, poker and other card games. Various media can support realizing aspects such as collection and battle, which make the contents of Pokémon more attractive. In these ways, the narrative of the virtual Pokémon world, whose leading character is the player himself/herself, enters the real world. 2.4. Incorporating Gameful Digital Rhetoric into the Real World We analyze gameful digital rhetoric in digital games synergized with other media in Section 2.3. In this section, we discuss incorporating gameful digital rhetoric into the real world to make the real world meaningful and valuable. Through the analysis of the existing game with the GamiRhetoric Model and the GamiValue Models in Section 2.3, we found that there are both appropriate and inappropriate cases in which to incorporate gameful digital rhetoric into the real world. Incorporating the social rhetoric and the economic rhetoric into the real world tends to succeed because these factors exist in the real world by nature. The collective rhetoric is also easy to use. For example, the collection of cards, seals or other goods prevails among many people. If the theme of collection is consistent in the game world, then many fans consider collection meaningful and valuable. In particular, the collection of tangible things in the real world increases the agency and the immersion properties. Regarding the curious rhetoric, we must consider the boundary between the digital fictional world and the real world. Embodying the virtual characters in the real world through the ubiquitous computing technologies is a relatively easy method by which to enhance the real world; however, the degree of the influence depends on the target individual. People who think that there is a strong boundary between the digital fictional world and the real world consider the embodied object meaningless. Therefore, the curious rhetoric loses its power as rhetoric. However, whether the fusion of gameful digital rhetoric and the real world succeeds is influenced by the games theme. In cases in which the main theme in the digital | 27 world is also universal in the real world, such as the theme of love or music, we can blur the boundary because we can feel reality in the theme. We must pay attention to incorporate the narrative rhetoric. When incorporating a fictional narrative into the real world, it is possible to enhance the agency property. Role-playing by playing a fictional role in the real world without losing ones grasp on reality is effective in incorporating gameful digital rhetoric into the real world. However, when the audience of a narrative loses their sense of reality, they cannot play a fictional role because they are aware that the narrative remains inside the fictional world, which has no direct relationship to the real world. Then, the rhetoric can exist only in the fictional world, and it hardly influences the audiences behavior and thinking in the real world. Although the audience of a realistic narrative may understand the meaning in the narrative, giving only a realistic narrative becomes less valuable. We must consider the tradeoff between the degree of reality and fictionality when we use the narrative. To evaluate the influence of gameful digital rhetoric in the real world, we conducted some experiments. These experiments are a first step in considering how to incorporate gameful digital rhetoric into the real world. In the experiments, we discuss the following three aspects, which are often found in games: storytelling, gift economy, and feedback. The types of the rhetoric and the value do not always exist independently, and a scene will include a few different types of the rhetoric and the value. Consequently, it is useful to consider the influence of the gameful digital rhetoric based on a general scene. Six people (five male and one female) participated in the experiment, and their ages ranged from 21 to 28. We created some situations based on each scene described above, and the participants completed questionnaires under various configurations. This discussion is useful for influencing human behavior by incorporating games power as a form of gameful digital rhetoric into the real world. 2.4.1. Analysis of Storytelling for Encouraging Collective Action The experiment investigated a style of a narrative. The aim of the experiment was to investigate whether a narrative in a game has a greater effect than a narrative in traditional media, such as a book or movie. In this experiment, each participant was presented with two types of narratives that were used in the two configurations. Both narratives represented the necessity of participating in collective action to achieve a sustainable society; however, the manners of presenting the narratives differed. The first narrative was written from a third-person perspective that contained many general sentences (e.g. Recently, the environmental problem has become serious. or To solve the environmental problem, it is important for many people to co-operate.). Conversely, the second narrative contained sentences from a first-person perspective, as if the reader were a person who was concerned about the problem and performed concrete activities to protect nature, with a style typically used in digital games. Additionally, the second narrative expressed the influences of collective action with concrete roles or numbers (e.g. You are the chosen person with the special power to save the world. or If you set the temperature of your air-conditioner even one degree higher, you can reduce your use of CO2 by 33 kg and save 1,800 yen in a year.). 28 | After the experiment, we asked the participants opinions about the two configurations. The participants answered the following questionnaire on a 5-point Likert scale. Here, 5 was the most positive answer (e.g. excellent, very good, strongly agree, I could absolutely), and 1 was the most negative answer (e.g. very bad, strongly disagree, I couldnt at all). Q2.1: Can you understand the importance of taking some action to contribute to solving the environmental problems? Q2.2: Do you intend to take some action to contribute to solving the environmental problems? In Q2.1, the acceptability of the first narrative was 4.00, and that of the second narrative was 4.17. In Q2.2, the acceptability of the first narrative was 2.83 and of second narrative 4.00. The score of the second narrative exceeded that of the first narrative in both Q2.1 and Q2.2. All of the participants responded that the experiment with the second narrative motivated them more than the first narrative. In the first narrative, participants answered, I can understand that environmental problems are important issues, but I cannot understand how the problem is related to me. and I cannot imagine what I can do to help solve the problems or what the effect of my current behavior is on our society. Conversely, with the second narrative, one participant stated, It is easy to understand the importance because there were some examples of concrete activities and concrete numbers. and I feel a sense of closeness with the narrative. From the results of the experiments, we argue that the second narrative provided more of the agency property than the first narrative; then, the narrative rhetoric became more powerful as rhetoric in the second narrative. The style of narratives significantly affects human behavior, and some ideas from digital games are useful in creating better narrative. Specifically, a digital game typically uses narrative from the first-person perspective, and both the curious rhetoric and the collective rhetoric can augment the narrative to present concrete information to complement the information presented in the narratives. Incorporating strong narrative rhetoric through games' power, such as providing the first-person perspective, visualizing concrete numbers with scores or points, and procedural representation based on players' control contribute to increasing the informative value, allowing better decision making. It is a promising way to provide the agency property to encourage participants to take desirable actions. It can also enhance the ideological value, leading people to think at a deeper level. 2.4.2. Analysis of Gift Economy In this experiment, we compared the effects of a favorite person/character and a human stranger, and each participant experiences two configurations with a favorite person/character and a human stranger. In the experiment, we also investigated how a participant has positive feelings toward a gift received from his/her favorite person/character. After the experiment, we asked the following questions to each participant, similar to those in Section 2.4.1. Q2.3: Under the condition that you are given a gift by your favorite person/character, please answer the following questions I III. Q2.4: Under the condition that you are given a gift by a stranger, please answer the following questions I III. | 29 I: How much happiness do you feel? II: How much rarity do you feel about the gift? III: How much reciprocity do you feel when you are asked for a favor? In Q2.3-I and Q2.3-III, all of the participants answers were 5.00, and in Q2.3-II, the average was also high, 4.50. In contrast, the results related to the gift from the stranger recorded low scores. The average degree of happiness was 2.33, rarity was 2.50, and reciprocity was also 2.33. For all of the questions, all of the participants responded that the experiment with a favorite person/character gave them more delight than an interaction with a stranger. With a favorite person/character, one participant answered, I want to cherish and reciprocate a gift if I was given a gift by my favorite. and another participant said, I think I cherish the gift more than had I bought it by myself. Conversely, a participant who received a gift from a stranger said, It [the degree of happiness] depends on whether the gift is pleasant or useful for me. There were some negative opinions, such as I have doubts when a stranger gives me a gift. or The gift from a stranger is terrible. This result shows that the curious rhetoric did not work well in the case of a stranger. Gifts from strangers are not sufficiently meaningful to generate emotional benefits, especially the empathetic value and the economic value. Although being given a gift is the same in both configurations, the attitude of participants was largely different. The important factor to motivate people appears not to be a mechanism, such as a gift, but rather the meaning attached to the mechanism. Focusing exclusively on the mechanism may create a danger of rendering a service meaningless. Additionally, we suggest that building relationships among friendly community members results in better influences on participants attitudes and behavior because the empathetic human - even if virtual - evokes a positive feeling about the experience among participants. 2.4.3. Analysis of Feedback Feedback is one of the frequently used technologies in the area of the persuasion technology. Feedback with visual or sound information can influence people through the five human senses; consequently, it is related to the curious rhetoric. In addition, long-term accumulated feedback contains the collective rhetoric. To influence human behavior, we can use both positive and negative feedback. Therefore, we focus on the influence of positive and negative feedback in the experiment. All the participants answered the following questions under the assumption that they were trying to undertake desirable behavior to achieve their aims and use an information service that reflected the status or results of their behavior. Q2.5: If your information service temporarily shows your very favorite objects, what do you think this means? Q2.6: If your information service temporarily shows your hated objects, what do you think this means? In Q2.5, participants stated about their favorite objects I have achieved my goal or I have overcome some stages toward my goal. and I tend to take desirable actions. All the participants answers were related to positive things. In contrast, the answers to Q2.6, such as I 30 | have failed to achieve my goal. and I tend to take undesirable actions. showed that the participants had a negative impression of the feedback. Although we did not tell the details of the information service in Q2.5 and Q2.6. to the participants and the feedback was temporary, it was effective in conveying the meaning whether or not the participants behavior was desirable. After the participants answered the above questions, we added the following conditions: The information service in Q2.5 is the service that shows your behavior is desirable for your goal by using representations of your very favorite objects. The information service in Q2.6 is the service that shows your behavior is undesirable for your goal by using representations of your hated objects. Then, we asked the following questions. Q2.7: Please answer the following questions I II when you understand the meaning of services in Q2.5. Q2.8: Please answer the following questions I II when you understand the meaning of services in Q2.6. I: Do you want to continue your desirable action in the future? II: Do you want to continue to use this service in the future? The average was 4.50 in both Q2.7-I and Q2.7-II. One reason for the higher scores is reflected in one participants answer, I feel pleasant because my good behavior shows good representation. Another participant answered, I feel I should do my best in order to see my favorite object. We argue that continuous positive feedback, which is classified as the collective rhetoric, is effective in encouraging users to continue their desirable behavior. In Q2.8-I, the average was 4.17, indicating that negative feedback can also motivate users to undertake desirable behavior. However, the average in Q2.8-II was 2.33. A participant said I do not want to see my hated thing. Other participant said Even if I reconsider my undesirable behavior, I may search for a different way to perform desirable behavior without using the service because I reject my hated thing too strongly. Although negative feedback conveys the meaning about something bad, negative collective rhetoric is not undesirable to guide behavior because users avoid having a relationship with the services. Negative feedback is meaningful, but does not provide the value. 2.4.4. Summary and Discussion The above experiments and analyses include different gameful digital rhetoric in each scene. Games are complex forms that contain many elements, such as game mechanics, dynamics, and virtual expressions. Therefore, it is important to consider games from framing aspects. Discussion based on the frames provided by the GamiRhetoric Model and the GamiValue Model presents some useful knowledge to incorporate gameful digital rhetoric into the real world. We extract design guidelines to incorporate gameful digital rhetoric from our experiments. The guidelines are as follows: I: Regarding the narrative rhetoric, providing narrative with a first-person perspective helps move people. This style of narrative increases the agency and the informative value. | 31 II: Regarding the curious rhetoric, using an empathetic object is effective. It increases the empathetic value, the rare value and others. When a person considers the object something that is unrelated to him/her, and especially views it as a stranger, the persons feelings may be negatively affected. III: Regarding the collective rhetoric, showing some positive expressions contributes to motivating a person. Positive expressions lead the person to have positive feelings, such as the stimulative value and the serene value. Because the experiments in Section 2.4 are part of an entire gameful digital rhetoric, it is necessary to investigate the efficiency of various frames based on more scenes. We must conduct more case studies to improve our models. However, we believe that this guideline is a promising tool to enhance the meaning of the real world through gameful digital rhetoric. 2.5. Conclusion In this chapter, we propose two models based on the concepts typically used in digital games to assist in the design and analysis of gameful digital rhetoric, which is useful to enhance the meaning of the real world. The first model is the GamiRhetoric Model, which defines six frames to examine how to enhance the meaning of virtual object. The second model is the GamiValue Model, which defines eight frames to attach value to virtual objects. We show how the rhetoric and the value are used in digital games by analyzing the digital game Pokémon. Additionally, we discuss a way to enhance the rhetoric and the value in both the game world and the real world through multiple media channels. Our analyses show how the rhetoric in the GamiRhetoric Model and the value in the GamiValue Model successfully influence human behavior in the real world. The objective of our research is to navigate people towards human well-being by enhancing the meaning of the real world with information technologies. As a first step toward achieving this objective, we provide gameful digital rhetoric defined by the GamiRhetoric Model and the GamiValue Model. We enhance these models in order to apply them to navigate people in the real world and create the Rhetoric-based Design Framework and the Value-based Design Framework. There are some differences between the GamiRhetoric/GamiValue Model and Rhetoric-based/Value-based Design Framework because the former focus on the digital world and the latter target the human behavior in the real world. We introduce the Rhetoric-based Design Framework in Chapter 5 and the Value-based Design Framework in Chapter 6. 32 | | 33 Chapter 3 Case Study I: Micro-Crowdfunding 3.1. Introduction This chapter explains a case study about a community-based mobile crowdsourcing system named Micro-Crowdfunding as a platform system for encouraging collective action 25 . Micro-Crowdfunding is a new type of community-based crowdsourcing architecture that is based on the crowdfunding concept and uses the local currency idea as a tool for encouraging people to increase their awareness of how important it is to sustain small, common resources through their minimum efforts. It aims at motivating people to participate in achieving a sustainable society. Micro-Crowdfunding present small tasks as a form of micro-mission and we gamify the basic concept of the micro-mission by introducing the mechanical rhetoric such as virtual currency, role-playing and social interaction among community members. In this chapter, we present the basic concept of Micro-Crowdfunding and its prototype system. We describe several experimental results which show how economic and social factors are effective in facilitating Micro-Crowdfunding. Our results show that Micro-Crowdfunding increases the awareness about social sustainability, and we believe that Micro-Crowdfunding makes it possible to motivate people for achieving a sustainable society. 3.2. Background 3.2.1. The Necessity of Collective Action Free resources that are shared by a number of people, such as public toilets or natural environment, tend to be overused as a consequence of the tragedy of the commons (Hardin, 1968). This problem occurs because each individual derives a personal benefit from using the resource, whereas any 25 This chapter is based on the following paper: Mizuki Sakamoto, Tatsuo Nakajima: Micro-Crowdfunding: Achieving a Sustainable Society through Economic and Social Incentives in Micro-Level Crowdfunding, In Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia, Article No. 29, Dec. 2013. 34 | costs are shared among all of the users; this circumstances then lead to inconsiderate use. An example of such behavior is the wasteful use of free plastic shopping bags, which are filling landfills. A common strategy for addressing the tragedy of the commons is to impose a tax on the use of the resource. An environmental tax can be widely adopted for covering the cost of maintaining the resources. However, for taxpayers, it is not clear how the tax is used for maintaining each common resource that is shared by the members of the community. People must experience a feeling of having contributed to the sustainability of the resource to be motivated to pay the necessary cost. A wide range of studies have been published that connect questions of environmental sustainability and ecological responsibility to topics in Human Computer Interaction (HCI). DiSalvo et al. present a comprehensive review of this research (DiSalvo, et al., 2010). They note a broad focus on individual rather than collective action, on information technologies as a persuasive force in attitude and behavior change, and on the adoption of existing HCI methods, tools, and theories as a means to a solution. Specifically, they note a shortage of papers that conceive of environmental sustainability as a problem that has a significant political aspect. A community-based approach overcomes this issue. With such an approach, a community member can propose a mission for maintaining the communitys sustainability, and other members of the community can then complete the mission. However, members usually do not have enough time to contribute to a mission. In particular, people who live in urban areas are very busy and have large numbers of commitments. Therefore, they usually forget the importance of sustainability in our society. In our daily environments, we have numerous small, common resources that require a high cost for maintenance if the government, nonprofit organizations and individual companies take care of them. However, maintaining these resources typically necessitates missions that can be achieved with a small amount of effort in a persons spare time. In our urban life, we usually have plenty of opportunities to take advantage of small amounts of spare time. Crowdfunding is an emerging method of funding new ideas or projects by borrowing money from crowds. If the benefit of participating crowdfunding is of high scarcity value, it has a high incentive for the contributors. However, existing crowdfunding platforms such as Kickstarter, which is one of the most popular crowdfunding infrastructures, require participants to contribute real money; thus, only people who have extra money can participate. 3.2.2. Digital Currency Micro-payments have been used in a variety of e-commerce services. First, they were introduced as a potential method for measuring Web content usage through users paying for page visits to a site (Geer, 2004). Recently, micro-payments have become a popular transaction mechanism for buying music and applications (Rivest & Shamir, 1997). They have also played an important role in controlling free-riders in peer-to-peer systems by charging individuals for downloads and replenishing credit based on sharing habits (Golle, et al., 2001). Finally, micro-payments have been explored as a method for altering consumer behavior, aiming to improve sustainable habits (Yamabe, et al., 2009). | 35 Local currency refers to complementary currency used only in a defined region. Aging money is a typical currency system in which local currency is used (Gesell, 1958). People can use local currency only within a region for local and small-scale money circulation, where the currency can be used as payment in a local shopping area or as a token of gratitude for volunteer work. Local currency has been drawing attention as a means to reactivate a community or stimulate a regional economy. In Japan, specifically, the NHK satellite television broadcast of Michael Endes Last Message: Questioning Money from Its Roots and the book published on the program26 became a catalyst for local currency efforts, and the broadcast and the book had a substantial influence on a large number of regional Japanese communities. In Japan, more than 660 local currencies currently exist27, including a currency named Rate28, issued by Sanjo City in Niigata Prefecture. r29 is a local currency used around the Shibuya region in Tokyo, issued by Earth Day Money Association, and it has further spread from that region. Also, outside of Japan, there are well-known local currencies, such as Ithaca HOURS30, used in Ithaca, New York State, USA, and Local Exchange Trading System (LETSystem)31, which began in Canada and has spread to other countries, such as the United Kingdom and Australia. 3.3. Micro-Crowdfunding 3.3.1. Basic Concept In this section, we introduce the basic concept of Micro-Crowdfunding, which aims at increasing peoples awareness of the importance of sustaining our society and navigating people to participate in achieving a sustainable society. In traditional community-based crowdsourcing systems, completing tasks is motivated through social incentives, and then individuals complete the tasks through their own spirit of reciprocity for strangers. This incentive is not strong enough to complete the micro-missions referenced in Micro-Crowdfunding. In Micro-Crowdfunding, completing micro-missions is motivated within a community whose members are known to each other. An economic incentive is also used to motivate the community members to complete the tasks, but the incentive is not in the form of a monetary reward. Instead, Micro-Crowdfunding increases peoples awareness of the meaning behind completing micro-missions, thereby increasing their motivation to complete the micro-missions. Using mobile phones is also a key factor in lowering the hurdle for contributing to the community. Its members increase their activities in the face of smaller incentives because activities can be performed anytime and anywhere in community-based crowdsourcing, as shown in (Liu, et al., 2012). 26 Endes Last Message, https://www.nhk-book.co.jp/shop/main.jsp?trxID=C5010101&webCode=00804962000 27 The number is based on the data on January, 2011. 28 Rate: Sanjo Citys Local Currency, http://www.city.sanjo.niigata.jp/seisaku/page00240.html, In Japanese 29 r: Earthday Moneys Local Currency, http://www.earthdaymoney.org/. In Japanse 30 Ithaca HOURS, http://www.ithacahours.com/ 31 LETSystem, http://www.gmlets.u-net.com/design/home.html 36 | The main characteristics of the approach are as follows: The crowdfunding concept is adopted to allow people to choose among the small, common resources to which they would like to contribute in order to maintain their sustainability. The currency used in the proposed approach is based on the aging money concept, which encourages people to participate in Micro-Crowdfunding before the moneys value is degraded. The interaction in Micro-Crowdfunding is very lightweight. People in a community can easily propose new micro-missions in Micro-Crowdfunding and fund them from their smart phones through a simple interaction. The participants can share information and details about a micro-mission and receive appropriate feedback for the activities that they perform. The micro-mission in Micro-Crowdfunding can be achieved with minimal effort by individuals in their spare time. Additionally, it provides community members with some economic and social incentives. Micro-Crowdfunding includes a mechanism through which participants receive an amount of virtual currency as a reward. This mechanism offers the participants an economic incentive. Additionally, cooperation within a community provides a social incentive. In Micro-Crowdfunding, we aim to provide an opportunity to everyone who wishes to contribute and take part in making our world better. The project in this service is called a micro-mission because it requires only a small amount of time to be completed and because it attempts to achieve the sustainability of a small, common resource in a persons spare time with minimum effort. Instead of using real money, Micro-Crowdfunding adopts a special mechanism of local currency from an economic perspective. A local currency is a currency that is not backed by a national government and is intended to be traded only in a small regional area. As a tool of fiscal localism, local money can raise awareness of the local economy. One of the most important aspects of the local currency is the possibility of adopting different money models, which cannot be adopted by their legal tender. For example, the aging money model has been a popular example of the local currency idea. Aging money has been widely used to encourage monetary circulation within a community because people do not want to save their money for their future. Thus, aging money is very effective in increasing a communitys economic activity. In the aging money model, the value of money gradually decreases with time. Defining a suitable money model is desirable when it is essential to encourage people to spend more money. Because our approach relies on the aging money model, it is natural that people would like to contribute to more micro-missions before the value of the money is degraded; thus, they must fund micro-missions as quickly as possible. To encourage community members to contribute to a micro-mission, we set the rule that the value does not degrade when a person funds his/her money. When a micro-mission is completed, half of the money funded to the micro-mission is returned back as a reward to him/her. This arrangement is an incentive and motivates participants to fund more micro-missions. Because Micro-Crowdfunding system requires virtual currency, all of the transactions occur electronically. | 37 The eenvironmenttal tax is the most typicaal solution fo or achieving the sustainaability of com mmon resouurces. The money m colleccted as tax ccan be used to maintain n the resourcces sustainaability. Howeever, taxpayeers are not aware a of how w the money y is spent to contribute too sustainabiliity. In Microo-Crowdfund ding, people can explicitlly choose to which w comm mon resource they would like l to contrribute. This approach a inccreases awarreness of theeir contributiion because the effect off their contrribution can be easily monitored. m A After the miccro-mission to which thhe participan nts are contrributing has been complleted, each pparticipant who w has fun nded it receiives a comp pletion notifiication as feeedback. Thee awareness of their con ntribution beecomes a strrong incentiv ve for peoplle to contrib bute to the sustainability s y of the com mmon resourrce. We shoow the diffeerence betweeen the centrralized appro oach such as environmen ntal tax and th he participatoory approach h such as croowdfunding in Figure 3.1 1. F Figure 3.1 D Difference between b Cen ntralized Ap pproach and d Participatoory Approacch In Mi Micro-Crowdfu funding, as sh hown in Figgure 3.2, a member m of a community rrelated to a small, comm mon resourcee, called a mission m orgaanizer, propo oses a new micro-missio m on when he//she is awaree that an activity must be completedd to maintain n the sustainaability of thee resource. Typical Ty exam mples of such common ressources are a public shelff used by a un niversity labooratory or a public p sink in a buildin ng. The prop posal includees the micro o-missions summary, s wh which specifiees the necesssary activities and the to otal amount oof money req quired to ach hieve the miccro-mission. Then, missiion organizeer himself paays some virrtual currenccy as an initial fund off the mission n. The microo-mission pro oposal is perrformed simpply by touching the comm mon resourcee with the mission m organnizers smartt phone and sending s a phooto that show ws the resourrces current status. 38 | Figure 3.2 3 An Ovverview of Micro-Crowd M dfunding In thee next step, when w some other memberrs, called misssion investors, receive reequests to fun nd the missiion, they deciide whether they t want to fund the miccro-mission based b on the ddelivered ph hoto. If somee of them wou uld like to fun nd the missioon, then they y simply click k on the requeest on their phones p to nootify that they y want to fu und the microo-mission. When W the total submittedd funds exceeed the targett amount, thee micro-misssion can be exxecuted by any a member who w can acceess the resou urce in his/heer spare timee. Such a meember is callled a mission n performer. The missionn is usually a very simplle task, such as organizing a shelf or ccleaning up a public sink.. After complletion, the mission m perfoormer takes a photo of thee resource to show the miccro-missions completed status and seends it to thee mission org ganizer. Finaally, the misssion organizzer verifies th he quality off the achieveement, and a completion n notification n of the micrro-mission, which w contaiins a photo oof the resourrce, is deliveered to all off the memberrs who fundeed the missio on. 3.3.2. 3 Econ nomic Incen ntives and Social Inceentives This section preseents an overv view of econnomic and social econom mic incentivees that are used as mechhanisms to en ncourage com mmunity mem mbers to morre actively participate in micro-missions in Microo-Crowdfund ding. In (N Nakajima & Lehdonvirta, L , 2013), Nakkajima and Lehdonvirta propose p five incentives th hat are usefuul in design ning informaation servicees to encourage peoples activity ttowards dessirable lifestyyles. The fiv ve incentivess include phyysical, psych hological, soccial, econom mic and ideological incenntives. Econo omic and social incentivves are especcially importtant in desiggning social media such as crowdsou urcing and crrowdfundingg systems beccause econom mic incentivees are widely y used with m monetary rew wards in variious activitiees and social incentives are key factorrs in making social | 39 media successful through interaction among a lot of collective users. Economic and social incentives are powerful for motivating people to change their behavior. For designing the Micro-Crowdfunding system, we especially focus on these two incentives for activating community members to participate in micro-missions within each community. Not surprisingly, we also found that using economic incentives is a powerful technique for motivating people to change their behavior. An economic incentive is a tangible reward that users consider to be valuable; however, the reward is not necessarily actual money or goods. In online games, millions of players work hard to obtain rare and valuable virtual goods and even trade those goods for real money at a rate of three billion dollars per year (Lehdonvirta & Ernkvist, 2011). Another example of economic incentives in persuasive technology is an activity-based billing system (Yamabe, et al., 2009), which uses automatic micro-payments and micro-rewards to coax users toward desired behavior. Although economic incentives are a powerful tool to motivate behavior, they can lead to unpredictable results if they are not used carefully (Levitt & Dubner, 2005). Regarding social incentives, a set of strategies for persuading users can be found in the literature on social psychology and sociology. Two concrete strategies explored in our case studies are social facilitation and conforming behavior (Gasser, et al., 2006). Social facilitation refers to the tendency of people to perform better on simple tasks while someone else is watching, rather than while they are alone or working alongside other people. Visualizing ones differences from others is a useful technique when using social facilitation. When someones performance is insufficiently high, using visualization to show that his/her performance is less than that of others can be effective (Cialdini, 1987). Besides, we focus on the following three factors regarding the influence on human behavior: reciprocity, commitment and consistency, and social proof (Cialdini, 1987). We show the experiments related to these three factors in Section 3.5. The Micro-Crowdfunding system uses both economic and social incentives. In this system, because the virtual currency is explicitly used as local currency to stimulate a community, the role of economic incentives is obvious. However, the role of social incentives in Micro-Crowdfunding is not clear at the moment. As shown in (Antikainen & Väätäjä, 2010) (Antikainen, et al., 2010), economic incentives, such as monetary rewards, does not work well in isolation for achieving social sustainability; increasing peoples intrinsic motivation is more important. Social incentives make it possible to increase awareness of the importance of peoples participation to achieve social sustainability, and their intrinsic motivation is increased. Therefore, the balance of economic and social incentives is the most essential design factor in making Micro-Crowdfunding more successful. The experiments related to economic and social factors described in Section 3.4 and Section 3.5 offers useful insights to improve the current design of social media that use economic and social incentives. 3.3.3. Scenario-based Design This section presents how each stakeholder in Micro-Crowdfunding experiences his/her participation and contribution to a mission from the users point of view through an example scenario shown in the storyboards in Figures 3.3. 40 | (1) Jun is a university student who is currently very busy with his research, and he must go to his laboratory every day. He is worried about the use of some small, common resources in his laboratory. In particular, he is bothered by a messy table there. There is a mountain of papers, trash, and gadgets on the table. He wants to use the table, but he currently has no time to clean it up because of his busy schedule. It would be great if someone could help me he thinks. (2) Next, he decides to create a micro-mission with the title, Please clean this table and he makes an appeal for collecting funds from people who use the same table. He takes a picture of the dirty table with his smart phone to inform others of its status. Somewhat later, when he has spare time, he sets the requisite amount of money to 10 bells, where a bell is the unit of the virtual currency used in the Micro-Crowdfunding service, and he provides 3 bells himself as an initial fund of the micro-mission using his smart phone. (3) Kazuya, Ruu and Mao are Juns colleagues in the laboratory. They all receive the proposal about the micro-mission through an email delivered due to Juns micro-mission registration. Kazuya agrees with Jun that the table needs to be cleaned. Thus, he funds 3 bells to the micro-missions fund with his smart phone. The total amount of money becomes 6 bells. Kazuya often uses the table as well, and he very much wants the micro-mission to be achieved. (4) Ruu and Mao are sitting together when they receive the proposal. As soon as they receive the email, Ruu says, I feel that it is a good idea for our laboratory members. I want to join the micro-mission. Mao also agrees; then, each of them funds 2 bells with their smart phones. The total amount of money reaches 10 bells, which is the target amount that Jun has chosen. As a result, the micro-mission Please clean this table becomes executable, and all of the participants are informed about that status. (5) The next day, Ryosuke, who is also Juns colleague, comes to the laboratory at 13:00 to prepare for his presentation. He concentrates on his tasks and finishes at 16:00. (6) He has a part-time job at 17:00, so he currently has some spare time. He checks the available micro-missions in the laboratory and finds Juns micro-mission. Ryosuke says Oh, I can do this micro-mission before going to my part-time job. It is convenient for me! He decides to do it. (7) A few minutes later, he has completed the micro-mission. The table has become pretty clean. He takes a picture of the clean table and reports the micro-mission as being complete with the picture. Jun is impressed by the report. Of course, he confirms its completion. After that, Ryosuke gets 10 bells as a reward for the micro-mission. (8) Jun is grateful to all who participated in the micro-mission. He is able to comfortably use the table now. Kazuya, Ruu and Mao, who have funded the micro-mission, can use the table comfortably, too. Ryosuke also feels happy because not only he was able to get a reward but also every participant of the micro-mission thanked him. This consequence leads him to be proud of completing the micro-mission. All participants are satisfied by using the service. | 41 Figure 3.3 Storyboards in an Example Sccenario of Micro-Crowddfunding 42 | 3.3.4. 3 Impllementation n The Micro-Crow wdfunding prrototype sysstem is com mposed of three compponents. Thee first compponent is an Android A phon ne that posseesses an NFC C reader as sh hown in Figuure 3.4. The second compponent is a computer thatt is connecteed to a serveer embedded in a small, ccommon resource. The sserver is nam med Resourcce Managem ent Server. The T last com mponent is a server that stores various informatiion related to the Micro -Crowdfundiing activitiess in a databaase. The serrver is nameed Micro-Cro owdfunding Server, whiich knows all a Resource Managemennt Servers. It I also manaages informaation about the t statistics of micro-m missions perfo ormed in resspective Ressource Manaagement Serv vers. The sysstem has beeen implemen nted as an HT TML532 Web application. Thus, the paarticipants caan start to usse the Micro--Crowdfunding service eaasily with miinimal effortt. Figure 3.4 Micro-C Crowdfundiing Prototyp pe System Figurre 3.5 shows the interactiion between an Android phone p and a Resource M Management Server S embeedded in a sm mall, common n resource annd storing infformation about a commuunity that maanages the reesource. When a mission n organizer toouches the NFC N card em mbedded in thhe small, com mmon resouurce with his//her Android d phone, a cam mera in his/h her Android phone p starts, with which he/she h takes a picture of the small, co ommon resouurce (I). Wheen he/she inpu uts some infoormation abo out the microo-mission an nd clicks the button, an evvent is delivered the Ressource Manag agement Serv ver for the ssmall common resource (II). Then, the inform mation, includ ding a photto that show ws the resouurces currentt status, is sttored in a dat atabase in thee server (III). Afterward, mission inv vestors receivve emails th hat contain URLs U (IV). IIn the retriev ved forms, th hey specify tthe amount of the microo-missions funds f by conttrolling a seeek bar on theiir phones and d this informaation is also stored in thee database (V, VI). By touching t am mission perfformers And droid phone on the NFC C card contaained in a co ommon resource (VII), iits Resourcee Managemeent Server reeturns inform mation aboutt currently available a miccro-missionss (VIII), and d he/she know ws the micrro-missions. Then, 32 httpp://dev.w3.org/hhtml5/ | 43 he/shhe chooses th he missions that t he/she m may want to perform (IX X). After com mpleting a seelected microo-mission, th he mission peerformer touuches the NF FC card contaained in the common ressource (X) aand registers a photo that shows the coompleted stattus (XI, XII), which is alsso delivered to the missiion organizerr via an emaail (XIII). A After the misssion organizzers confirm mation (XIV, XV), missiion investorss and mission n performer can see the success of th heir investmeent by clickin ng the URLss in the emaiils they receiive (XVI). Figurre 3.5 Inteeraction betw ween Micro-Crowdfund ding Compoonents We ccurrently usee NFC card and an embbedded com mputer to reaalize the Miccro-Crowdfu unding system m, which maakes resourcee managemennt complex. Although thee current syst stem is not su uitable for sm mall resourcees because su uch devices ddo not fit into o small resou urces and the costs are hig gh, we expecct that the futture Internett of Things (IIoT) will solv ve this issue soon. s The baasic idea of th he IoT is thaat the pervasiively presentt variety of thhings or objeects around us u can interaact with each h other and ccooperate witth their neigh hbors to reacch common goals (Atzorri, et al., 20110) (Hazenberg & Huism man, 2011) (Nakajima, 2003). Usingg IoT allowss us to integrate Micro-C Crowdfundin ng into our ddaily environm ments. 44 | 3.4. Analysis of Economic and Social Incentives In this section, we present the experiment with the Micro-Crowdfunding prototype system explained in the previous section. The focus of the experiment was on how economic factors and social factors affect both the individual and the community. We designed the micro-missions in the experiment based on the community-currency role-playing game-based method (Powell, 1999). In the experiment, the author of this dissertation defined several possible micro-missions before the experiment. Each participant in the experiment was assigned a role of mission organizer, mission investor or mission performer. When assigned the role of the mission organizer, a participant chose one of the predefined micro-missions and several participants whose roles were mission investors appropriated their virtual currency for the funding of the micro-mission proposed by the mission organizer. The mission performer explained how he/she performed the micro-mission to the other participants. The role of each participant changed in each turn, and we carried out several iterations so all participants would understand the purpose of the approach. The approach was effective for understanding how the participants used the Micro-Crowdfunding system. Six people (three males and three females) participated in the experiment. The experiment was performed in our university for one day, and the ages of participants ranged from 25 to 51. The participants were of several nationalities (three Japanese, one Taiwanese, one Malaysian, and one Bulgarian). After finishing the experiment, the participants were interviewed and answered a questionnaire. In the experiment, the micro-missions were related to giving opinions and suggestions about possible solutions to important social problems. Some examples of such problems were global warming issues, aging society problems, discrimination, encouraging women in science and other goals. The micro-missions simplified for the experiment were similar to the sessions in Professor Tangas Guess A Ware (Chamberlain, et al., 2007). In the experiment described above, participants played one of the three roles: mission organizer, mission investor or mission performer. One person was a mission organizer, another person was a mission performer and the others were mission investors. Their roles changed for each turn. The sequence of activities executed in one turn could be described as follows: (1) the mission organizer organized the micro-mission; (2) mission investors funded the micro-mission proposed by the mission organizer; (3) the mission performer executed the micro-mission; (4) the mission organizer and mission investors thanked the mission performer; and (5) the mission organizer thanked the mission investors. In each turn, participants completed one micro-mission. We decided that one set of the role-playing game included six turns, and we conducted several sets of the game. 3.4.1. Virtual Currency Concept All of the participants were given 1,000 bells at the beginning of each set. The participants currency was increased by executing the micro-mission as mission performers, and it decreased through the funding of a micro-mission. Additionally, we added extra rules in each set. The extra rules concepts and objectives are described below. | 45 Rule 1: Reward-reduction rule In the scenario mentioned in Section 3.3.3, when the mission performer received a reward after executing a micro-mission, the amount of the currency given as a reward was the same as the sum of the money funded by the mission investors. Based on the reward-reduction rule, a participant could obtain half of the sum of the fund. We aimed to evaluate the effect of the reward-reduction rule on participants motivation, particularly for the mission performer. The reward-reduction rule was more realistic because the administrator of some projects or objects must manage the administrative cost, and a portion of the reward is allotted to that cost in many cases. Rule 2: Aging money rule As mentioned in Section 3.2.2, the value of the money gradually decreased over time in the aging money model. The money decreased if the participants kept it, whereas funding led to no reduction. We expected that this fact would encourage the funding activity of the mission investors. 3.4.2. Economic Incentives and Human Motivation In this section, we consider the relationship between the economic factors and the participants motivations. We asked the following questions, which are related to the economic factors: Q3.1: Were there any motivation changes for the mission performer in the case of the reward-reduction rule compared to the case without the reward-reduction rule? Q3.2: Were there any motivation changes in the case of the aging money rule compared to the case in which this rule was not adopted? In Q3.1, four out of six participants responded that the reward-reduction rule did not affect their motivation, but the reasons were different for each participant. Some of the reasons were that The virtual currency does not affect real life., The micro-missions goals are more important than the amount of the reward. and I think that the rest of the money will be used for realizing a sustainable society. It is okay. On the other hand, the other two participants answered that it decreased their motivation. We expect that these differences are attributable to each participants personality (Sakamoto, et al., 2013). Introducing the reward-reduction rule would affect the participants for whom collecting virtual currency is important, but it would not affect the participants for whom the micro-missions goals are most important. However, we believe that the effect of the reward-reduction rule would be different when there is some relationship between the virtual currency and real life. With respect to Q3.2, the aging money rule did not affect the motivation of a few of the participants. The reason is the same as the first answer to Q3.1, The virtual currency does not affect real life. and The micro-missions goals are more important than the amount of the reward. Conversely, some results concerning aging money satisfied our expectations. Some of the participants said that they wanted to fund as much as possible, which increased the motivation for the mission performer. A participant said, I strongly thought that I should use my currency as soon as possible. In the case that the aging money rule was not adopted, I was thinking that it was 46 | better to keep my money for a more attractive micro-mission. This comment shows that the aging money rule encourages people to use their currency and to participate in the micro-mission. Additionally, with this rule, the participants felt the reality of the situation. The effect of reality is expected to be an important factor when designing services by adding virtuality to them using information technologies, as we explain in Chapter 7. However, another participant said, The aging money rule had a negative effect on my motivation because my currency was decreasing in any case. Participants like this feel as though they are suffering a loss, which decreases their motivation. The other participants also said, I will continue a micro-mission regardless of whether the goal of the micro-mission is significant or not for me. Thus, the system should allow participants to enjoy achieving their micro-missions. Furthermore, another problem of the aging money rule is that the total amount of money in the community will decrease. Thus, designing the appropriate aging rate would be a key factor for leading people into the flow state. 3.4.3. Social Incentives and Human Motivation In this section, we consider the relationship between social factors and the participants motivation. The following questions related to the social factors were asked: Q3.3: In the experiment, you could know how much money others have funded to the micro-mission when you played the role of a mission investor. Did it affect your funding amount? Q3.4: How would you feel if you were not thanked by others after completing a micro-mission as a mission performer? Q3.5: How would you feel or how would you behave if you were asked by a stranger to contribute to a micro-mission? Five out of the six participants answered that others funds affected their decision of how much to fund to a micro-mission. One participant said, I cared about others opinions, and it was difficult to behave differently from others. He also said, Because there was no anonymity, I was more considerate when deciding to fund. Thus, social factors are useful for preventing people from being inconsiderate, especially among acquaintances. Five people who answered that there were some effects on the amount of their funding to Q3.3 also stated that no expression of thanks would bring bad feelings in Q3.4. For example, they said, In such a case, I wont be able to continue to execute the micro-mission as a mission performer. and I would become anxious about my performance. These responses demonstrate that integrating others responses as feedback into the system is an efficient way to motivate users. Designing good communication among the participants is also important. Through the experiments, the system encourages and initiates communication among the participants. We strongly believe that Micro-Crowdfunding is useful for stimulating and initiating communication in the community in practical situations. However, with respect to Q3.5, the result might be different for a case in which the participants are not acquaintances. In the case of a stranger, there is both a positive aspect and a negative aspect. On one hand, it will be easier to ask a stranger to execute a micro-mission that involves serious problems than to ask an acquaintance. One participant said, I will be sensitive when | 47 asking an acquaintance to complete the micro-mission. I might feel bad due to the micro-mission, for example, especially if my acquaintances performance of executing the micro-mission couldnt achieve my expected criteria. On the other hand, the negative aspect might prevent participants from behaving actively when there is funding. Another participant said, I will become more cautious when I fund because I cant trust a stranger to the same level I trust my acquaintances. If we use the system to activate the community, which includes strangers, it is very important to determine a way in which participants can easily join and participate in the micro-missions. After finishing all sets of the experiment, the participants answered a questionnaire. They evaluated the following items according to a 5-point Likert scale. Here, 5 was the most positive answer (e.g. excellent, very good, strongly agree, I could absolutely), and 1 was the most negative answer (e.g. very bad, strongly disagree, I couldnt at all). These items targeted the participants conscience, feelings and emotions. Q3.6: Could you share the importance of the problems with the other participants through the experiments? Q3.7: Did you feel that the other participants opinions were useful to you throughout the experiments? Q3.8: Were you glad to be thanked from the mission organizer when you funded the micro-mission as a mission investor? Q3.9: Were you glad to be thanked by the mission organizer and mission investors when you finished executing the micro-mission as a mission performer? Q3.6, Q3.7 and Q3.9 received high scores that averaged above 4.00. The commonality among the three questions relates to social factors. From the results of Q3.6, Q3.7 and Q3.8, we are certain that sharing ideas among people provokes considerable and deep thinking regarding the problems and can also cause changes in their thinking and emotions. With respect to Q3.9, the results show that social feedback from others helps people to participate in the micro-mission and makes them feel appreciated. Happiness is a powerful tool for continuing the given activities. When focusing on Q3.8 and Q3.9, although both Q3.8 and Q3.9 were about thanks, the score for Q3.8 was lower than that of Q3.9. We suppose that this discrepancy was caused by the difference in the level of feeling when contributing to the micro-mission between being a mission investor versus a mission performer. Designing additional incentives for mission investors is essential. We state concrete ideas about this issue in Section 3.7. 3.5. Analysis of Social Influence In the experiments, we focus on the following three factors regarding the influence on human behavior: reciprocity, commitment and consistency, and social proof. The goal of this section is to discuss some psychological factors that influence human attitude and behavior in the Micro-Crowdfunding prototype system, referencing the results of experiments with the prototype system. 48 | Eleven people (eight males and three females) participated in the experiments, and their ages ranged from 20 to 39. The participants were of several nationalities, including Japanese, Chinese and Mexican, where eight out of the eleven were Japanese. Each participant was presented with the following two scenarios. In the first scenario, a participant played the role of a member of a community whose members were all well known to each other. We called this community consisting only of close friends friendly community. In contrast, in the second scenario, stranger community, consisted of members who did not know each other, and each participant played the role of a member of stranger community. The participants answered a questionnaire under the conditions of the above two scenarios; we then conducted semi-structured interview sessions with all the participants. In Micro-Crowdfunding, the influence of reciprocity among participants depends on the relationships among community members. In Section 3.5.1, we investigate the differences in this influence between friendly community and stranger community in the experiments. In the case of friendly community, the influence works well in the scenario without an extra mechanism to enhance the influence, and each member actively participates in micro-missions. The influence of commitment and consistency is defined such that if people make a small effort to achieve a more difficult goal, the likelihood of reaching the goal sooner tends to increase. Applying this influence to Micro-Crowdfunding, a small effort is investing funds in a micro-mission as a mission investor, and the mission investor will contribute to more Micro-Crowdfunding activities as either a mission organizer or a mission performer in the near future. In Section 3.5.2, we investigate whether a member who has supported a micro-mission as a mission investor in the past tends to participate in other micro-missions as either a mission organizer or a mission performer in the same community. In Micro-Crowdfunding, the influence of social proof may increase among mission investors who invest funds in the same micro-mission. As shown in the experiments in Section 3.4, almost all participants answered that other peoples funds affected their decisions of how much to invest in a micro-mission; as a result, we assume that many participants investing in a micro-mission increases other peoples participation. In Section 3.5.3, we investigate whether others activities have this influence in both friendly community and stranger community. 3.5.1. The Influence of Reciprocity We asked the following questions to each participant when belonging to friendly community. Q3.10: Aki, who is one of your close friends, identifies a problem and organizes a micro-mission to solve it. You currently have fifteen minutes of spare time. Can you cooperate with the micro-mission organized by Aki as either a mission performer or a mission investor? You must take ten minutes to perform the micro-mission as a mission performer. Please select your answer from Cooperate, Cooperate under some conditions or Do not cooperate. Q3.11: Please answer this question if your answer in Q3.10 is Cooperate. Do you want to participate as a mission investor or a mission performer? Additionally, please state the reason for your choice. | 49 Q3.12: Please answer this question if your answer in Q3.10 is Cooperate under some conditions. What type of condition does your cooperation require? Additionally, the following questions were asked when participants belonged to stranger community. Q3.13: Mr. Ichinose, who is a stranger to you, identifies a problem and organizes a micro-mission to solve it. You currently have fifteen minutes of spare time. Can you cooperate with the micro-mission organized by Mr. Ichinose as either a mission performer or a mission investor? You must take ten minutes to perform the micro-mission. Please select your answer from Cooperate, Cooperate under some conditions or Do not cooperate. Q3.14: Please answer this question if your answer in Q3.13 is Cooperate. Do you want to participate as a mission investor or a mission performer? Additionally, please state the reason for your choice. Q3.15: Please answer this question if your answer in Q3.13 is Cooperate with some conditions. What type of condition does your cooperation require? In Q3.10, eight out of eleven participants answered Cooperate and three answered Cooperate under some conditions. Additionally, the results show that most participants wanted to be mission performers when the mission organizer was their friend in Q3.11. Some of the reasons given included, I want to contribute to help my friends as much as possible. and I show my good faith through my activity. These results indicate that the influence of reciprocity works well within a close community regardless of a missions goal. In contrast, in Q3.13 and Q3.14, only two participants answered Cooperate in the case of stranger community, and all of them wanted to participate in the micro-mission as mission investors. Reasons given in Q3.15 included, I will help provided that the mission organizer has cooperated with my micro-mission and If he/she can help me when I need some help [, then I will participate in the micro-mission]. These results show that people are conscious of the influence of reciprocity when they focus on the relationships among the benefits to themselves, indicating that a stranger may become a friend if approached with kindness. There are clear differences among participants consciousness of the use of the economic incentive. In interviews, participants stated, I want to apply the monetary reward in stranger community, but I do not want to do so in friendly community., I am resistant to the employer-employee relationship among friends. and I do not like a clear mechanism to show the amount of debt. Although visualizing information about a community is one of merits of using information technologies, it is not always the best method of motivating participants. When designing a social information infrastructure, the social influence of reciprocity should not be introduced as a support tool, and it should be designed as a process to alter human attitudes and behavior. However, introducing this mechanism is not easy. For example, a participant stated, I cannot feel others feelings of gratitude if there is an easy mechanism to represent thanks to others. An easy mechanism, such as Like! on Facebook, is useful to show ones interest but seems superficial in representing gratitude. Finally, when the economic incentive is effective, we must carefully address monetary rewards to show the participants achievement. 50 | From the results of the experiments, we conclude that extrinsic motivational mechanisms, such as monetary rewards, points and badges, become less important when participants are all close friends. The mechanisms that make participants feel that others are real friends are more effective than the extrinsic motivational mechanisms. As described in Section 2.4.2, an empathetic human/character can create a powerful positive effect. Therefore, using empathetic virtual human/character is a promising approach to making other participants feel like close friends. These results indicate that incorporating digitally mediated virtuality incorporated in the real world to strengthen the bonds among friends increases participants motivation to cooperate. 3.5.2. The Influence of Commitment and Consistency For the experiment on the social influence of commitment and consistency, the following scenario was provided to the participants: So far, friendly communitys members have performed some micro-missions, and you have also participated in a micro-mission as a mission investor. All the community members except you actively participate as mission organizers and mission performers. You know generally that these micro-missions are good for environmental sustainability in your community but do not understand their importance. Additionally, the participants were asked the following question: Q3.16: Under the conditions of the above scenario, will you become either a mission organizer or a mission performer at some time? Please choose among Become a mission organizer or performer, Become a mission organizer or performer under some conditions and Do not become either. Additionally, please state the reasons for your answer. Most of the participants answered that they wanted to become either mission organizers or mission performers provided that their friends made efforts to perform micro-missions and had participated in some past micro-missions as mission investors. The reasons for participation in the experiments are classified into the following two types: curiosity-oriented and cooperativeness-oriented. One cited reason supporting the former type was I want to experience the activity that my friends are really into. and one supporting the latter type was We need cooperativeness for a communitys sustainability. In the scenario, we did not inform participants of the micro-missions clear goal; however, these answers showed that there was an influence of commitment and consistency. Understanding the clear goal of a micro-mission is not important in the first step of participating in the micro-mission. However, to maintain desirable activities, the goal of the micro-mission appears to become more important. Two out of the eleven participants answered, I will not become a mission organizer or a mission performer because the presented missions goal is not clear. Another participant answered I will try the mission because I may understand its importance. If the participants understand the goal of a micro-mission without a large cognitive load, then the participants are more likely commit to contributing to the micro-mission. | 51 In the interviews, participants also discussed the risk of the bystander effect 33 named social loafing. Some stated, I ask others to contribute to a mission if they perform it better. and I feel that I must do it by myself when a community is small. Although the visualization of the reward or achievement does not always work well as noted earlier, visualizing participants contributions as social achievements is effective. Like the influence of commitment and consistency, attracting participants to micro-missions through virtuality and conveying their importance through fictionality to commit to reaching the goal at a later stage is also effective. If a fictional story contains ideological messages representing the importance of the micro-mission, participants can understand the meaning of the goal with minimal effort (Sakamoto & Nakajima, 2013). 3.5.3. The Influence of Social Proof To gauge the social influence of social proof, participants are asked the following questions: Q3.17: Assume that you often play at Akihabara with friendly community's friends. The members of the community start a micro-mission to clean Akihabara. One of the friends in the community is a mission organizer, and the other three members serve as mission investors. Each mission investor funds 200 units of the virtual currency used in Micro-Crowdfunding to support the micro-mission. You now have 1000 units of the virtual currency. How much do you want to contribute to this micro-mission? Q3.18: Some members of stranger community start a micro-mission to clean area S, which is unknown to them. One community member is a mission organizer, and the other three serve as mission investors. Each mission investor funds 200 units of the virtual currency to support the micro-mission. You now have 1000 units of the virtual currency. How much do you want to contribute to this micro-mission? Although the goals of the micro-missions were not clear, all the participants wanted to fund over 200 units of the virtual currency in Q3.17. The influence of social proof provided by close friends, then, has a strong influence on peoples activity. However, the amount of funds differed among participants in Q3.18. Regarding Q3.18, one participant stated, It depends on the purpose of the micro-mission. The goal of the mission becomes more important than other members behavior in this case. However, we found an anchoring effect (Kahneman, 2011) in both friendly community and stranger community because almost all the participants decided the amount of funds they would contribute based on 200 units of the virtual currency, which is the amount funded by others specified in the questions. The anchoring effect is effective in steering participants to more desirable situations. Incorporating the anchoring point through fictionality seems natural to motivate participants to fund the appropriate amount of the virtual currency. For example, a virtual character may offer an anchoring effect to advance a micro-mission. If the character in the fictional story funds the specific amount as an anchoring point, it induces the participant to fund a similar amount. We suppose that the influence of social proof among strangers will work well when a participant finds information on other participants contributions 33 http://psychology.about.com/od/socialpsychology/a/bystandereffect.htm 52 | in various places. If participants feel more reality with this information, the trustworthiness of the information increases the power of social proof. Transmedia storytelling is a promising way to present information in various places to encourage human behavior (Sakamoto & Nakajima, 2013). In particular, ambient and ubiquitous visual expressions of the information are useful techniques to offer information with a low mental load (Nakajima & Lehdonvirta, 2013). Strengthening the bonds within a community and increasing the trust among community members enhances the influence. 3.5.4. Discussion The results of these experiments show that the influences of reciprocity, commitment and consistency, and social proof have strong impacts on participants within a community whose members are close friends. We suppose that the trust within a community is one reason for the results. Additionally, introducing virtuality and fictionality encourages Micro-Crowdfunding activities; however, the reality of the introduced virtuality and fictionality is an important factor in increasing the activities, as we mention in Chapter 7. As described in the previous subsection, understanding the importance of the goal of a micro-mission is essential to appreciating the value of reaching the goal in the future. When people are sure that there will be value for them in achieving the goal, they actively perform micro-missions to do so. The value is not always offered as the extrinsic motivation like the monetary reward, points and visible achievements. It can instead offer the intrinsic motivation, such as the close bonds through friendship, honor and life satisfaction. Additionally, the discussion presented in this section shows that the social influences of reciprocity, commitment and consistency and social proof may be strong even in a community consisting only of strangers if the community members can feel closer to each other through virtuality and fictionality. We present our findings to gamify information services to encourage their participation. As noted above, gamification is one of the most popular topics in building future information services (Deterding, et al., 2011). Of course, games offer pleasure, and embedding game elements into the services to encourage participants seems promising. However, our experience shows that the gamification-based approach does not work well if the underlying infrastructure service is not well designed. First, we found it essential to identify the major psychological factors, rather than system factors such as key performance indicators (KPI), to increase participants motivation. Then, service designers must identify when the psychological factors have pitfalls that obstruct the service operation and remove those pitfalls through gamification. An underlying infrastructure service should therefore work well in some cases. Gamification does not compensate for bad design of an underlying infrastructure service. Micro-Crowdfunding uses several types of techniques to spur activism, and the basic scenario works well when participants belong to the same community. Additionally, we identify several psychological factors, such as reciprocity, social proof, and commitment and consistency. Besides, incorporating ideological messages is essential to increasing human intrinsic motivation and altering peoples attitudes and behavior toward a better lifestyle (Sakamoto, et al., 2013), because people may not alter their behavior without intrinsic motivation. One essential element in increasing human intrinsic motivation is encouraging people to create their own stories while | 53 participating in the activities. Perhaps the success of it depends on whether a participant can create his/her own story with the gamified services. While incorporated fictional stories help a user create his/her own story, some people can create their own stories from even a few game elements, such as when playing a board game or working on a puzzle. We think that the question of whether the gamified services are effective depends on users ability to create their own stories. We believe that virtuality and fictionality help create a users story to enhance his/her motivation. 3.6. Analysis of Virtual Expressions 3.6.1. Reflecting Human Behavior in Virtual Expressions The basic approach of Micro-Crowdfunding to offer economic and social incentives is promising to encourage people to complete missions that are related to the sustainability of their communities. However, the strategy does not return proper feedback that stimulates peoples emotions to alter their lifestyle. Our solution is to adopt virtual expression to increase a psychological incentive. In this case, we choose a persuasive ambient mirror proposed in (Nakajima & Lehdonvirta, 2013) as a virtual expression for Micro-Crowdfunding. A persuasive ambient mirror monitors peoples current attitudes and behavior by using sensors and presents visual and fictional expressions reflecting their current attitude and behavior. The fictional expression offers more emotionally effective feedback than factual feedback. For example, in the Mona Lisa Bookshelf, peoples housekeeping of their public bookshelf is reflected on a Mona Lisa picture (Nakajima & Lehdonvirta, 2013). To increase the persuasiveness of ambient feedback, we also consider the adoption of an approach used in documentary games (Frasca, 2007) to incorporate ideological messages represented as procedural rhetoric (Bogost, 2007). As shown in (Sakamoto, et al., 2013), ideological messages can be incorporated into the real world by representing goods or characters that become metaphors for the ideological concept. We add three types of persuasive ambient mirrors to return ambient feedback have been added to the original Micro-Crowdfunding design, as shown in Figure 3.6. The first type of persuasive ambient mirrors is installed as a public display in various places for community members. It shows a scene of a natural landscape, and the fictional scene reflects the accumulated contribution of all members in a community. If their efforts are not sufficient, the landscape becomes polluted, but the landscape becomes clean if the community members complete a sufficient number of missions. The polluted state shows that the surrounding environment cannot maintain sustainability without the efforts of many members. This provides a strong incentive to encourage other members to contribute to missions. The second type of persuasive ambient mirrors is shown on a community members mobile phone. It shows a fictional flower garden with a large number of flowers blooming in the garden if the members contribution is good. The flower garden reflects each members individual efforts and offers him/her a psychological incentive to increase his/her individual contribution. The third type of persuasive ambient mirrors shows an ideological message stating that the government likes to steal the peoples money for useless projects that increase the governments reputation but that do not benefit the people. The procedural rhetoric contains an ideological message pointing out the current problems in our environmental tax system. 54 | Figu ure 3.6 Perrsuasive Am mbient Mirro ors in Micro o-Crowdfunnding 3.6.2. 3 The Influence of o Persuasiive Ambien nt Mirrors In thiis section, w we present sev veral experim ments to valiidate our dessign using peersuasive am mbient mirroors. In our ex xperiment, we w set up twoo configuratiions: the first one with ppersuasive am mbient mirroors and the second s with hout them. T The mission used in the experiment was to cleaan the particcipants public table. Add ditionally, wee evaluated tw wo cases usin ng persuasive ve ambient mirrors. In thhe first case, a mission performer c leaned the public p table to make thee landscape more beauttiful. In the second case, the t first persuuasive ambieent mirror showed a monsster that attem mpted to desstroy the natu ural landscap pe. When thee public desk k was cleaned, the monstter disappeared. In thee experimentt, we surveyeed acceptancee of the enhaancements on n a 5-point Liikert scale, similar to those in Sectiion 3.4.3. After twenty six participaants (twenty two males and four fem males) attem mpted to usee the persuaasive ambiennt mirrors, they answerred the survvey regardin ng the respeective persuasive ambientt mirrors. Thhe participantts were betw ween the agess of 21 and 52 2. The aacceptability y of the first persuasive aambient mirrror was 3.73,, the second was 3.65, an nd the third was 2.38. We W also interv viewed particcipants to und derstand the reasons for ttheir acceptance in detaill. Most of th hem were fam miliar with ccomputer science technollogies. One oof the participants said, The first and a second persuasive p am mbient mirro ors easily deelivered the m meanings, bu ut just changging colors is i not enough h. Inserting ttextual messa ages on the pictures p woulld also be eff ffective to maake the messa ages clear. However, H retuurning appro opriate feedback is effectiive to encourrage a comm munity to heelp each meember contrribute to acchieving a sustainable s ssociety. An nother particcipant said, It is hard to o deliver ideoological messsages with only a picturee, but I underrstood that tthe picture meant m that thee current situuation of som mething was not n good. | 55 The results show that persuasive ambient mirrors containing fictional stories are promising because the destruction of nature by a monster can be easily understood and can motivate participants to protect nature. However, this approach to expressing the ideological concept was not clearly understandable by participants in the experiment. 3.7. Some Issues in Designing Micro-Crowdfunding This section presents six issues that were discussed while designing the current Micro-Crowdfunding prototype. The first issue is to make it clear how our approach is different from the tax-based approach. In (Yamabe, et al., 2009), a new way for realizing sustainable behavior change, called activity-based micro-pricing, was proposed. In this approach, a person pays a small amount of money when he/she consumes some small, common resource. Because the approach minimizes the transaction cost, we can charge a very small amount of money; as a result, the approach makes it possible to charge for peoples small activities. The objective of the approach is to offer a very lightweight payment method, such that people might not be aware of the existence of the payment. However, for achieving sustainability, people must eventually be aware of what they are currently contributing towards a sustainable society. In our approach, a person explicitly commits to contributing to a micro-mission, which we believe would increase the motivation to participate. The second issue concerns the weakness behind the benefits of contributing to micro-missions. Of course, frequent participation in contributing to micro-missions would ultimately achieve a sustainable society due to increases in the participants motivation. However, it is difficult for a participant to feel a satisfactory benefit because contributing to micro-missions looks similar to making a donation, where the donation works based on the persons social incentive. As in the case of traditional crowdfunding services, a mission investor can expect rewards, such as rare items, tickets to limited events, or something that cannot be bought with traditional money. Under the current design, when a micro-mission is completed, half of the money funded to the mission is returned back as a reward to the mission investors. During the time in which a mission investor is funding his/her money, its value is not degraded, which becomes an incentive and motivates him/her to fund more micro-missions. In this case, the aging speed of the currency is a critical issue for making Micro-Crowdfunding work well and preventing currency inflation. The sustainability issue is essential for everyone, and we must account for how we contribute to it in our daily life. In typical approaches, a social incentive is widely adopted to encourage people to act in more eco-friendly ways. However, there are personalities for which social incentives do not work well (Sakamoto, et al., 2013). This circumstance means that the approach based on social incentives works well for people who like to cooperate or compete with others. In contrast, economic incentives including real money usually work well for all personalities. Designing incentives that work well for all personalities is an important research topic when developing social mechanisms for everyone. The current design allows any member in a community to propose new micro-missions and choose the price for completing micro-missions. This approach enables new micro-missions to be 56 | initiated anytime that anyone finds new tasks that must performed to maintain the sustainability of a common resource. A problem with this approach is that there might be nobody willing to complete the micro-mission. In an alternative process, the person who would like to complete a micro-mission could propose it by himself/herself. However, in this case, verification of the quality of the micro-mission achievement is needed, but it is a challenging issue to motivate a person to verify a micro-mission. While designing the current prototype, we decided that the former approach is desirable because someone proposes a new micro-mission through rational and objective thinking and by considering the micro-mission to be necessary for maintaining the sustainability of the common resource and not to earn money for him/her. We also need to consider how to control each community to propose a new micro-mission that is consistent with the target goal of achieving a sustainable society. Augmented TCG, which we describe in Chapter 4, is a system integrating a fictional character into existing physical games and it can increase peoples awareness of pursuing more desirable lifestyles through a concept named transmedia storytelling. Incorporating fictionality into Micro-Crowdfunding by assigning a fictional role to community members motivates them to propose and complete a micro-mission towards the target goal defined in Micro-Crowdfunding if a fictional story embedded as transmedia storytelling presents ideological messages that identify the importance of achieving the micro-missions. Because the real world can be represented abstractly and sometimes ironically in a fictional story through framing to simplify or exaggerate essential and important concepts in our daily life34, people easily notice the concepts relevant to achieving an ideal, sustainable society. Incorporating fictionality also allows people to use more appropriate metaphors than in a real documentary or non-fictional story. In particular, Japanese animation stories contain complex ideological social messages towards futuristic lifestyles (Sakamoto, et al., 2013) to increase peoples intrinsic motivation. They can offer many effective metaphors to increase our self-efficacy through the positivity expressed in the stories. This approach also allows the Micro-Crowdfunding system to incorporate ideological incentives alongside the emotional values in the Value-based Design Framework, which we describe in Chapter 6, and improves upon our current approach as a pervasive game (Magerkurth, et al., 2005) (Montola, et al., 2009) that blurs the spatial, temporal, and social boundaries between fiction and reality by making the magic circle35 disappear (Stenros, et al., 2007). 3.8. Conclusion and Future Directions This chapter proposed a new approach to achieving a sustainable society based on the crowdfunding concept, which was called Micro-Crowdfunding. This approach leverages economic and social incentives for motivating members of communities to propose and perform micro-missions and raising important social issues into conscious awareness by investing funds. 34 Frames, Framing and Reframing, http://www.beyondintractability.org/bi-essay/framing 35 The magic circle, which is coined by Huizinga (Huizinga, 1955), is a boundary separating the ordinary life from ludic play. Everything inside the magic circle is, in some way, transformative. | 57 The chapter presented a basic concept of Micro-Crowdfunding and its prototype implementation. We also described several experimental results which show how economic and social factors were effective in facilitating Micro-Crowdfunding. Our results showed that Micro-Crowdfunding increases the awareness about social sustainability, and we believe that Micro-Crowdfunding makes it possible to motivate people for achieving a sustainable society. One problem with the current approach is the possibility that no one would be willing to maintain some common resources. Additionally, an infrastructure maintained by the tax-based approach is still necessary. For example, collecting garbage and disposing of it are not easy problems to solve with only a community-based approach. However, the insufficiency of taxes results from the cost of managing the sustainability of all of the common resources. It is an interesting problem to consider how to encourage people to contribute to the sustainability of unattractive common resources and to complement the existing tax-based approach with Micro-Crowdfunding. We must also discuss how our virtual currency is circulated in a community in which aging money can be replaced with real products because changing money into products offers larger benefits. This circumstance might discourage people from investing money into Micro-Crowdfunding. The national deficits in many developed countries are very serious problems. However, increasing taxes might not be a good solution because such increases could lead to reduced economic activity. Our approach, named Micro-Crowdfunding, is a first step toward solving this issue and is realized by increasing the awareness that people have toward the contributions they make to sustaining small, common resources. 58 | | 59 Chapter 4 Case Study II: Augmented TCG 4.1. Introduction This chapter proposes Augmented Trading Card Game (Augmented TCG) system as a case study of incorporating virtual objects into the real world36. Augmented TCG enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. Using well-known virtual characters is a promising approach to enhance information services, since such characters provoke peoples empathetic feelings easily, and it is also easy for people to recall the leitmotif of the characters fictional stories. In this chapter, we explain the basic design and implementation of Augmented TCG and show some experiments about the way players use the system, realizing the game, and what their feelings and impressions about the game are. The findings of this study would be useful for enhancing physical artifacts and our real world activities with virtuality and fictionality through ubiquitous computing technologies. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented TCG as one form of transmedia storytelling. 4.2. Background 4.2.1. Virtuality and Tangibility with Ubiquitous Computing Technologies Jordan described physio-pleasure as pleasure derived from the tangibility of a physical object (Jordan, 2002). Ubiquitous computing technologies have made the physical objects that surround us more virtual by embedding computers into them. Recent advances in virtuality offer promising directions for the future. For example, proactive ambient media (Nakajima, et al., 2011) enable us 36 This chapter is based on the following paper: Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Introducing Virtuality to Enhance Game-related Physical Artifacts, International Journal of Smart Home, Vol.8, No.2, pp.137-152, Mar. 2014. 60 | to change our attitudes and behavior or make better decisions to improve our lifestyle. In ambient media, information about a users current situation can be represented in a peripheral display or projected onto a local artifact using a projector. Virtuality is essential to proactive ambient media as it is designed to make invisible information visible. Ambient media also demonstrate a problem that often occurs when we introduce virtuality into our daily life. Because the virtual objects are not material, people cannot touch or manipulate the objects in a tangible way. Thus these objects lose their sense of reality. As described in (Ishii & Ullmer, 1997), future tangible technologies may solve this problem by materializing the virtual objects as if they were traditional physical objects. For example, a mobile augmented reality toolkit called Satch37 allows the development of an application that can touch and manipulate a virtual object on an image captured by a camera. However, users still do not feel as if the object is real because they can only touch it on a touch panel. The impact of introducing virtuality in our daily life has not been thoroughly discussed; although, digital books have become common, and virtual worlds such as that in The Elder Scrolls V: Skyrim38 are almost indistinguishable from the real world. It is important to examine the effects of replace real things with virtual things. In modern games, physically tangible things are replaced by virtual things, and multiple players can easily enjoy playing a game remotely without meeting each other. Although the rules of the game do not change, the style of play is significantly affected by the games realization method (Sakamoto, et al., 2013). Ubiquitous computing technologies can enhance the trading card game experience. Through remote trading card game play, computers offer new possibilities to extend the original trading card game play. The Eye of Judgment39 uses augmented reality technologies to display special effects on the real trading cards. This technology allows for special effects to be shown on physical cards that are used by the players. Duel Accelerator40 is an online-based Yu-Gi-Oh! TCG41 where each player chooses his/her avatar and virtual trading cards, which display special effects during the duel, are used. The special effects are an emotional stimulus for the player, and thus the pleasure of the game is increased. However, virtual cards lose the sense of the physical tangibility of the cards, which makes it difficult to motivate players to enjoy collecting cards (Sakamoto, et al., 2013). Additionally, Skype duel42 uses Skype43 to show each players cards on the opposite players display; and voice communication between the two players is also possible. 37 http://satch.jp/en/ 38 http://www.elderscrolls.com 39 http://en.wikipedia.org/wiki/The_Eye_of_Judgment 40 http://www.yugioh-online.net/v3/newvisitors/ 41 http://www.yugioh-card.com/ 42 https://www.facebook.com/pages/Yu-Gi-Oh-Skype-Duel/363252383750629 43 http://www.skype.com/ja/ | 61 In the new trading card game CyberOne44, each paper card has a sequence number. When the number is entered into the system, the corresponding virtual card appears in the online trading card game. The player can enjoy the tangibility of the cards as well as additional special effects, which is an advantage of the virtual cards. Once the full set of cards in the players deck is entered into the system, the duel occurs automatically without any further action of the player, and the final result of the duel is returned to the player, showing the strength of his/her deck selection. The enjoyment of constructing an original deck still remains for the player. Another advantage is that the two players do not need to be playing at the same time because they only need to construct their decks. Augmented reality techniques can be used to enhance existing games. For example, (Tokunaga, et al., 2004) describes several augmented reality games that are enhanced versions of traditional physical games. Specifically, Augmented Go, which we describe in Section 6.3.1, demonstrates a promising approach to maintaining the advantages of the physicality of the board game while also adding virtuality. Additionally, in Smart Playing Cards (Flörkemeier & Mattern, 2006), each card contains an RFID tag, which allows the system to keep track of who is using particular cards. Some pervasive games (Magerkurth, et al., 2005) (Montola, et al., 2009) also incorporate both virtual and tangible objects. For example, in Pac-Man and Ghosts, human players in the real world experience a computer graphics-generated fantasy-reality using wearable computers (Magerkurth, et al., 2005). The basic concepts from pervasive games can also be useful in realizing our goal. As shown in (Cuendet, et al., 2012), the use of tangible rather than virtual objects in gaming helps to improve human performance in the real world. 4.2.2. Yu-Gi-Oh! Trading Card Game and Remote Play In Augmented TCG, we adopt the Yu-Gi-Oh! TCG because it is popular in Japan. Additionally, the Yu-Gi-Oh! TCG has a number of sources of pleasure in addition to playing the game, including completing collections of cards, structuring decks, communicating with other players, trading, battling and forming associations with the Yu-Gi-Oh! television animations and comics 45 . Therefore, the Yu-Gi-Oh! TCG offers various sources of pleasure for people who have different preferences (Sakamoto, et al., 2013). Thus, this is suitable for discussing how various values affect players behavior. The Yu-Gi-Oh! TCG is a trading card game based on the Duel Monsters game portrayed in the popular Yu-Gi-Oh! comic. The battle between the players with the Yu-Gi-Oh! Cards is called duel, and a table to put a players cards in front of the player is called the duel field. Yu-Gi-Oh! cards are categorized into three types: Monster, Spell and Trap cards. A Yu-Gi-Oh! TCG player structures his/her own original deck by selecting his/her favorite cards from the several thousand Yu-Gi-Oh! cards currently available. This leads to each user having his/her own unique and original deck that reflects his/her own personality and taste. Yu-Gi-Oh! TCG is a turn-based game, which is played in a one-to-one or two-to-two manner. 44 http://www.onlinegamer.jp/game/737/ 45 http://www.yugioh-card.com/en/ 62 | In Japan, trading card games such as Yu-Gi-Oh! TCG are very popular among children, but most of players stop playing as they grow older because they no longer have time to meet and play with other people. However, because of the complicated rules and interesting strategies involved in trading card games, these games are still popular among adults. Thus, playing trading card games remotely has become typical in our busy modern society. Remote play is also becoming more popular for many other games, such as chess or poker. In this section, we describe some problems and limitations related to existing styles of remote trading card game play. There are already several systems that support remote trading card game play. For example, Yu-Gi-Oh! TCG on Nintendo DS46 uses Wi-Fi to connect remote players. In this version, the trading cards are digitally represented and thus, players do not have the sense of the physical tangibility of the cards, which significantly decreases the pleasure and enjoyment of the game for some of players (Sakamoto, et al., 2013). The physical tangibility of the cards is essential to allow players to identify with their cards. Therefore, to overcome the described limitations of the existing systems, in Augmented TCG, we allow players to use their own collection of physical paper cards, but the card can also be augmented by having additional information displayed on it. Some players feel uncomfortable communicating directly with a real opponent who is a stranger (Sakamoto, et al., 2013). However, using only an avatar to represent the opponent, as in the existing online trading card games, does not offer enough of a sense of reality for the player. We believe that using virtual characters from animation or game stories to represent the opponent, with movements that are synchronized with those of the real opponent, would offer more of a sense of reality than the avatars used in the current online trading card games. Additionally, in Japan, trading card games are very closely associated with animation or game stories, and the trading card games are a part of the stories. For this reason, players often relate to these stories and their characters while playing the games, which makes the games even more enjoyable. In the current online trading card games, some players tend to quit the game if they are expecting to lose. This is a typical behavior of players whose only goal is winning the game. Such players feel pleasure and satisfaction only when winning the game and do not enjoy the gaming process itself. This unfair play is one reason why many trading card game players come to dislike playing the online versions of the trading card games (Sakamoto, et al., 2013). Even the unfair players, however, are familiar with the comic, animation and game stories. As described before, the characters in these stories convey values and attitudes such as the importance of friendship and the pleasure of honest and fair play. Involving these characters in a game may remind players of these ideological messages and encourage them to behave fairly. Many Japanese young adults admire animation and game stories and have done so since they were children. If some of the hurdles to the use of remote trading card game play are eliminated by solving the problems described in this section, then many people will continue playing the games throughout adulthood. If more young adults maintain their passion for Japanese modern culture, then a positive social change in our country could result. 46 http://www.nintendo.co.jp/ds/ | 63 4.3. Auggmented Trading T Card C Gam me Augm mented TCG enhances thee remote tradding card gaaming experience in a gam ame played by b two peoplle. The basicc design apprroach is simillar to that of the augmentted reality gaames introdu uced in (Tokuunaga, et al., 2004), whicch integrates physical and d virtual item ms. As shownn in Figure 4.1, the two pplayers are lo ocated in diffe ferent places. Each playerrs cards, in his/her h duel fi field on the taable in front of him/her, are captured d by a camerra and projeccted onto thee other player ers table. Th he two playeers can comm municate with h each other via Skype iff desired; thu us, it is possib ible for the players to inttroduce them mselves to eacch other direectly instead of using virtu ual characterrs. Figurre 4.1 An O Overview off Augmented d TCG Figurre 4.2 illustraates the gamee setup for a pplayer. A cam mera is set up p behind the small display y near the pllayer and cap ptures the im mage of his/hher cards. Im mages of the opponents o ccards are projjected onto the table using a projecto or that is set up on the taable. We implemented thee Augmented d TCG on M Mirage middlleware infrasstructure, whhich is CORB BA-based an nd hides the complex neetwork progrramming from the playerrs (Sakamotoo, et al., 2013). The following threee approachess were choseen for the Au ugmented TC CG to augmennt the traditio onal trading card games. 64 | Figuree 4.2 Augm mented TCG G Prototype System In thee first appro oach, each pllayer is reprresented by a 3D model of a virtual character used in popullar animation ns and gamees, and this ccharacter is shown to the players oppponent. On a large displaay, shown in n Figure 4.2, a virtual chharacter is shown; s this movement m oof this characcter is synchhronized witth those of th he opponentt. In the currrent implementation, MiikuMikuDancce47 is used to show thee 3D models of the virttual characteers. MikuMiikuDance is free softwaare for creatiing 3D movies using virtu ual characterrs. The virtuaal character is controlled uusing MS Kin nect48, and iits movemen nts are synch hronized withh the movem ments of the opponent. PPlug-in softw ware is addedd in MikuM MikuDance to reflect ccaptured datta from Kin nect into seeveral param meters impleemented in MikuMikuDa M ance to movee a virtual ch haracters 3D model. In thee second app proach, Augm mented TCG G augments a players leeading card. During the game, anothher virtual ch haracter depiicted on onee of the playeers cards ap ppears on a ssmall display y near the pplayer, as sho own in Figu ure 4.2, oncee that card is i drawn from the deck and supportts and encouurages the pllayer until the end of the game. In thee third approach, the opponents cardss are shown on a small diisplay near thhe player. Ussually, the deetails of the opponents cards c are harrd to see cleaarly and read d during playy. An expert player p may automaticallly know such h informatioon by just recognizing th he character on a card, but b for ordinnary players, this issue may m decreasse the pleasu ure of the gaame. In Auggmented TCG G, the 47 httpp://www.geocitiies.jp/higuchuu u4/index_e.htm 48 httpp://www.xbox.ccom/en-ca/kinecct | 65 quality of the projected card images is not high enough to allow most players to gather this information; this circumstance may, however, help a player to focus on his/her own play strategy. 4.4. Analysis of Behavioral and Emotional Influence We recruited six participants (five males and one female) for our experiments. They all performed the duel in the experiments against the author of this dissertation, who has a deep knowledge of the trading card game and could lead and control the experiment so that all the participants played the game under the same conditions. The participants had more than three years experience with the Yu-Gi-Oh! TCG, and they knew the characters in the animation stories very well. They were 21-22 years old university students. The generation of the participants is especially familiar with Yu-Gi-Oh! TCG. Additionally, most active players are male players. Therefore, the selection of participants is reasonable for producing useful insights, and their opinions show how our approach is promising from an experts point of view. Before the experiments, players could not talk to each other. None of them knew about Augmented TCG. Additionally, they were told how the rules of the game were simplified right before the experiment. During the experiments, each participant plays a different duel against an expert player who is the author of this dissertation, has more than ten years experience with the Yu-Gi-Oh! TCG, and has several thousand Yu-Gi-Oh! cards for analyzing their respective values. We observed the participants duel and conducted interviews with him/her after the duel based on the contextual inquiry method (Beyer & Holtzblatt, 1999). All of the experiments were recorded, and all dialogs in the experiment were transcribed to facilitate analysis of the dialogs. For the experiments, as described in this section, the rules of the game were simplified to make the duel shorter, and special predefined decks of cards were used. The decks were prepared by the author of this dissertation. She is also very familiar with the Yu-Gi-Oh! TCG animation story and knows well how each character structures the deck and uses the cards in the animation. Therefore, for each possible virtual character to be chosen by a participant to represent him/her in the game, a suitable deck consistent with the animation story situation was prepared. For each of the virtual characters that were available to be chosen by the participants to represent them in the game, a suitable deck consistent with the animation story situation was prepared. In the current version of the Augmented TCG, the virtual characters behavior does not precisely reflect the real behavior of the player, but are exaggerated as appropriate to the current play situation. The experiments are described in detail in the following subsections. 4.4.1. Playing against a Virtual Character from TCG Animation In this experiment, participants could choose either Yugi or Kaiba, who are the main characters in the Yu-Gi-Oh! animation story, for their own character according to their preferences. Yugi is always surrounded by many friends, and his success is the result of his strong bonds with his friends, who love the trading card game. Kaiba is a lonelier hero who always seeks strength in the game but does not accept help from others, even in a critical situation. In the story, however, he eventually learns the importance of friendship. Most young boys want to follow one of these two characters because of their typical, attractive and ideal personalities. 66 | After the game, we interviewed the participants about their impressions about the virtual character representing their opponent. One participant said, I could feel I am playing against Yugi, but Yugi used in the experiment does not offer enough. The movement of the character was sometimes not like that of the real Yugi in the animation story. This participant also said, I would definitely more enjoy a game against Yugi, and would like to win the game if the movement is more realistic. Another participant said, The facial expression of the character is poor and it is a very important issue playing a game against a real person. Additionally, one participant stated, The voice should be the same as the voice of the character in the animation story. Moreover, if the players opponent was really female, some participants found it strange because both Yugi and Kaiba are male characters. In the animation story, players usually play Yu-Gi-Oh! TCG standing up, and we therefore chose to have the characters standing during the game, but in the real world, players are usually sitting. Some participants found the characters standing positions to be unreal, but if the characters were sitting, the participants also felt that this was inconsistent with the personalities of Yugi and Kaiba. 4.4.2. Playing against a Virtual Character from an Another Game In the second experiment, we chose Link from The Legend of Zelda as an opponent character for the players. Link is a chosen hero to save his world and bravely stand against a lot of challenges. His strength, cool and bravery are primary factors of his popularity. The reason to choose Link as the character in our experiment is that we would like to investigate how a popular and heroic character from another unrelated-to-TCG story affects the behavior and emotion of a player. In the experiment, all the participants knew Link well; thus, it is easy to discuss how players preference for a character affects players behavior. In particular, for some young players in Japan, favorite virtual characters are like close friends, and so they like to play with the character for a long time. The results in the second experiment differed depending on whether the participant liked this character. Participants who were not interested in Link did not care about the presence of Link, but if Link was their favorite character, then they found playing the game against Link more enjoyable. One of the male participants stated, If the character is a pretty girl, I may be more excited to play the game. Additionally, a female participant told us, I feel that Link is my boyfriend, so playing against him increases my pleasure and positivity. 4.4.3. Playing against a Human Player We compared the case when the participant directly saw his/her human opponent with when a virtual character ware used to represent the opponent, as shown in Figure 4.3. | 67 Figurre 4.3 Playying againstt a Human Player P Theree were somee opinions, such s as If I know the op pponent playyer well, theen the real person p view is more prefe ferable and in ncreases the reality of the game. or When the oopponent pla ayer is a strranger, using g a virtual character iss preferable because I dont feel ccomfortable either showing myself or seeing the t opponennts. From these t answeers, we founnd that theree is a differrence betweeen the case when a partticipant know ws the oppon nent player w well and thee case whenn the opponeent player is a stranger. F For a player who did nott like to see tthe stranger as an opponnent player directly, rep presenting thhe opponent player as a virtual chara racter is help pful to increaase his/her motivation m to play the dueel. On the otther hand, th here was a paarticipant preeferred seeinng the real view v of the opponent pplayer. Thereefore, the prreferred reprresentation of o the opponnent dependeed on the plaayers prefereences or personality. Forr a participannt who sets a value on wiinning a duel, the real gazze and face eexpression off the opponen nt player is esssential in orrder to predict his/her tacctics and con nsequent movves. That is why w in such case c it does nnot matter wh hether the oppponent play yer is real or is i representeed with a virtu ual characterr, but the mosst important is that if he//she is repressented by a virtual v charaacter then thaat character should s offer a gaze and a face expreession exactlly the same as the real oopponent plaayers one att that momennt. The discu ussion teachhes us that the t reality of o the virtuaal characterr is essential to satisfy and motivaate all persoonalities (Sak kamoto, et al., 2013). 4.4.4. 4 Cheeering a Playyer by a Viirtual Charracter In thee experimentt, a small dissplay shows a virtual character that is illustrated oon one of thee cards in thee players decck and that en ncourages thhe player to win w according g to the duelss current situ uation, as shhown in Figu ure 4.4. We have designeed a new carrd that depiccts Dead Masster from Bllack 49 Rockk Shooter as a a characteer for this exxperiment, and a the card is includedd in the deck k of a 49 httpp://blackrockshoooter.wikia.com m/ 68 | particcipant. We feel f that this character does not co onflict with or violate th the atmospheere of Yu-Gi-Oh! world d. We choose the characcter becausee we need a character tthat can be easily identiified by all participants, and a the charaacter has som me features that clearly disstinguish him m from otherr characters. The T use of Dead D Master iinvestigates the effect of the associatiion between a card and thhe character to encouragee players. Bllack Rock Shooter S has two t worlds. D Dead Masterr is an enem my of Black Rock Shootter in anotheer dimension n world, but in the daily world the tw wo are very close friendss. This becom mes a persuaasive message conveying the meaningg that playerss need to keeep and devellop their frien ndship even if they fight seriously in a game. Figure 4.4 Encouragiing a Playerr by a Virtua al Characterr In thhe experimen nt, a special deck was sstructured in n advance fo or each partticipant to control carefu fully the situaation of his/h her duel. Thee decks conttents dependeed on the chaaracter with which w the paarticipant chose to play. Then, T in the dduel, the partticipant alwaays removed the card dep picting Deadd Master from m the deck at a the beginnning of the gaame. Once th hat card had been drawn out, a smalll display nex xt to the play yer displayedd Dead Mastter until the end of the dduel. Dead Master M suppoorted and enccouraged thee player durinng the game by using enccouraging boody gestures.. Afterr the experim ment, one of the participaants said, Itt is desirablee that the carrd depicting Dead Masteer does not lose l to the atttack of the oppponent playyer. However, another pplayer who was w not intereested in the character tolld us, It is more enjoya able if the pa articipants ffavorite character encouurages him. One of the other o particippants said, II feel that thee character ddoes not enco ourage me ennough using only o gesturess. It is better that the charracter talks or o advises mee. He also to old us, It is desirable tha at the characcter behaves like a cheerlleader. Dead Master is a serious charracter, and so if that charracter behavees like a cheeerleader, som me players wh ho know the animation sttory of Blackk Rock Sho ooter may feel f the unreeality due to o the loss of o consistenccy with the story. Addittionally, ano other particip pant told us, The enco ouragement should s be lik ike the one in the animaation story. Most particcipants said, The presence of the cha aracter increeases the pleasure, but itt is hard to consider win nning the gaame just from m that encou uragement. The particiipants comm ments showeed that they were w quite aaware that th he character depicted d on one of their cards | 69 appeaared on the small s display y without theem being infformed in adv vance about this feature of the system m, but the ch haracters en ncouragemennt needs to be b stronger an nd to be chaanged accord ding to the siituation in eaach participan nts play. 4.4.5. 4 Show wing an Op pponent Pla ayers Card ds on a Small Display y In thee experimentt, detailed in nformation abbout the card d that the opp ponent playeer currently uses u is show wn on a small display nextt to a player, as shown in n Figure 4.5. Information about the strrength level shown in thee card is hard d to see durinng the game, and so show wing detailed information about the caards near a player p is useeful to suppoort better deccision makin ng and strateegy choices by b the playeer. Figuree 4.5 Show wing a Card in a Small Display D One pparticipant saaid, If moree hints to chooose a card in n my deck aree shown, it iss helpful to make m a betterr decision. Another participant told us, If the teextual inform mation in a ccard is repressented as vissual informa ation, a playeers cognitivee overload iss decreased and a [this] m makes it possiible to makee a better deecision. Add ditionally, onne of particiipants said, If the card shown in a small displaay expressess special effeects, the effeccts make me more excitin ng. These hhints or effeccts are usuallly adopted in n computer-b based Yu-Gi--Oh! TCG th hat uses virtual cards. We ffound that th he necessity of such detaails strongly depends on a players ggoals. If a players main goal is to win w the duel, then it is im mportant for him/her to show s the supperiority of his/her h favorrite deck, bu ut he/she may y not have eenough know wledge about the opponeent players cards. Hencce, he/she willl need to seee more inform mation on thee opponents cards to playy well. If a players main goal is to plaay a game an nd communiccate with a frriend, then winning w a dueel will be relaatively unimportant. In su uch a case, the informatiion on the displayed card d is not very iimportant beecause he/shhe can alway ys ask his/heer friend, whho is an opp ponent playeer during thee game, forr more inform mation if neecessary, and d such comm munication could c even strengthen s thhe friendship p. If a playeer is an experrt of Yu-Gi-O Oh! TCG, thenn he/she willl be familiar with w most off the cards, an nd just 70 | seeing the shape of the illustration on the card will be enough for him/her to know its functionality. Thus, for him/her, it is not important to see the small details of the cards. However, we believe that being able to show detailed card information will always have a positive impact on the enjoyment of the game. 4.4.6. The Effects of Using a Virtual Character from a Popular Animation Story The most important characteristic of Augmented TCG is the use of a virtual character to augment traditional trading card games. In this section, we discuss our observations from our experiences with designing and playing Augmented TCG, about the effects of using a virtual character in this way. As already mentioned, most of the participants in the experiments, all of whom had watched the Yu-Gi-Oh! animation story, felt that including popular virtual characters from the animation in the game can make it more enjoyable and exciting. The desire to imitate these characters may also become an incentive for the users to change their behavior. Negative feedback may be used to achieve moral play, but changing a users general attitude is not easy (Nakajima & Lehdonvirta, 2013). The most important insight is that it is possible to use a virtual character as a symbol that reminds the player of the characters story during the game, and in this way, the story may convey values such as the importance of friendship, honesty, and thoughtfulness. This approach could have the power to change the players attitude towards fair play. As mentioned above, the results of our experiments and interviews with participants have indicated that the relative reality of the virtual characters, such as their facial expressions, movements and behavior, is important for players enjoyment of the game. Reality is an important criterion for evaluating a design (Sakamoto, et al., 2013). In Augmented TCG, the virtual characters behavior should be consistent with the characters behavior in the animation story, and this consistency is important to players sense of their reality in the game. For example, cards that are not used by the character in the animation should not be used in the game, and the movements of the virtual character should be consistent with its movements in the animation. The number of cards owned by the character in the game should be consistent with the corresponding number in the animation as well. Excessively realistic expressions, however, may lead to the uncanny valley problem (Mori, 1970) if the achieved realness is perceived as not being completely realistic. The balance between the realness and the virtuality of the virtual characters is important for design strategies when introducing virtuality into the real world. Most people, especially Japanese people, like fictional stories in which the characters are able to do whatever they want by using hidden magic abilities. For example, many Japanese people attach pictures of favorite characters to their bags and mobile phones. These action increases their identification with their bags and mobile phones. If the stories become more pervasive in our daily life, then the boundary between the real world and the fictional world becomes more blurred. Therefore, fictional stories can be used to enhance our daily activities. These stories can increase peoples positive thinking in the real world and enhance their self-efficacy to do what they want because through participation in these games, people can develop the illusion of having special extraordinary abilities. In their daily life, people may not feel as if they are able to change their | 71 undesirable behavior because as daily life becomes more and more complicated, we do not have enough time to consider the importance of the more desirable behavior. Many Japanese animation and game stories emphasize the importance of positivity. Thus, the characters in these stories can help to increase peoples positivity as they play a game. This is especially true for many young Japanese people who have grown up with fictional stories, such as game, animation and science fiction stories. Positivity is an important factor that can increase peoples self-efficacy to solve difficult problems, such as those involving environmental sustainability or human well-being, which has been observed in psychology research (Fredrickson, 2009). Positivity is very useful for making our life more meaningful (McGonigal, 2008) and is essential for success in our life. Our approach to incorporating virtuality into the real world is a possibly powerful way to increase peoples positivity. 4.5. Introducing Virtuality into Transmedia Storytelling Enhancing real world games such as trading card games with fictional stories is a promising direction for designing a new form of transmedia storytelling (Dowd, et al., 2013). In this section, we discuss some design implications of incorporating virtuality into physical artifacts that may be important for designing future daily artifacts enhancing with transmedia storytelling. In transmedia storytelling, a fictional story is told across multiple media platforms, which are distributed throughout the real world. In our approach, we use some items from a story to remind people of the story. For example, in the Augmented TCG, a trading card is an item that appears in the story, and Yugi and Kaiba as virtual characters also remind the players of the story. Virtual characters are designed to be remembered for a long time; therefore, a character from an animation story is suitable to be used as a reminder of the story. Seichi junrei is a typical geek culture activity in Japan and is related to Japanese animation, comics and games. Seichi means sacred land, junrei means pilgrimage. In seichi junrei, people visit famous locations from animation, manga and games. Anime fans take pictures at a specific location at the same screen/angle as it appears in the animation and then upload the pictures to their blogs. The most important aspect of seichi junrei is that something is brought from the fictional story to the real world. The fans create new stories using these pictures and the virtual characters from the fictional stories, and share them within their community. Recent animated movies use many scenes from the real world to increase the realness of the fictional movies. A participant of seichi junrei tries to find the scene that appears in the movie in the real world and takes a photo of the scene. The participant enjoys finding these scenes and visiting the locations of the scenes. Then, he/she takes a photo, as in a scavenger hunt. The photos are usually uploaded to the Web, and many other people enjoy looking at the photos. In Japan, especially, animated movies have recently been used to promote the local districts that appear in the stories. Some districts work to attract people who like the stories by offering extra new original stories to those who visit the districts. This strategy suggests that it is possible to promote districts using fictional stories. If real products that the district is known for appear in the stories, then it will increase the feeling that the stories are realistic, especially if the audience is 72 | familiar with the products. If the stories are attractive, they will also promote the products to people who do not live in the district. The above phenomenon, which is an interesting example of harmonizing the real world with the fictional world, suggests new possibilities for incorporating virtuality into the real world. Stories embodied in the real world through transmedia storytelling increases our sense of reality. By incorporating virtual characters from the stories into the real world, each person can create his/her own story based on these stories, as in Seichi Junrei. As already described, virtual characters from animations and game stories are widely used in multiple media channels. For example, in Pokémon, synergy among games, movies, and television programs is used to make the Pokémon story more popular and to make the story pervasive in its fans daily life. Additionally, in the Yu-Gi-Oh! animation story, the story teaches its audience how to play the Yu-Gi-Oh! TCG and why the game is attractive. Using multiple channels to communicate messages to people through transmedia storytelling is an effective way to convey the messages because each channel can convey the message in a special way. This approach is also typically used in current advertising because one medium alone cannot deliver advertising to a large audience of people. 4.6. Some Issues in Designing Augmented TCG In the current Augmented TCG, a player must manually teach the system which cards he/she likes to use. If the system could automatically detect the players cards, then the usability of the system would be dramatically improved. The automatic detection of cards can be easily realized by inserting an RFID into each card, similar to the approach described in (Hazenberg & Huisman, 2011). In our system, it is sometimes difficult to clearly see the opponents cards, and in such case, a player must explain which card he/she is using and the effect of the card. If detailed information about each card were automatically shown on the duel field, then the players would not need to engage in such extra communication using a voice communication system or a chat system. Additionally, in Augmented TCG, it would be easy to detect mistakes made by players, which would be very helpful because sometimes it is hard even for a semi-expert player to understand the complex rules of a game. As described in Section 4.3, Augmented TCG uses physical cards. To augment the cards, we displayed special effects on them. This approach increases a players cognitive load because he/she needs to look at both his/her cards and at the display. When participants became enthusiastic about the game, they usually forgot about the existence of the display. It would be better to use more immersive technologies to enhance the physical cards directly. We suggest two possible approaches for solving this problem. The first would be to use a projector to project the special effects onto the cards. It is, however, not easy to install a projector to accurately project the special effects onto a players cards. The second approach would be to use a head mounted display. This would require accurate identification of the movements of a players head. In the Yu-Gi-Oh! animation story, a player usually wears a head mount display, so this approach may be accepted as natural by people who are familiar with the animation story. | 73 One of the problems in using virtual characters is copyright. There are many free 3D models for MikuMikuDance on the Web, but many have been deleted due to copyright issues. The freely available models offer new possibilities to enhance games because the models can be easily customized. In Japan, it is popular to create new characters and stories from existing ones. Using a customizable virtual character in Augmented TCG may create a new playing style of trading card game, and the new stories created about the characters may enhance the storys message. 4.7. Conclusion and Future Directions This chapter proposed Augmented TCG system as a case study of incorporating virtuality into the real world. Additionally, we explained the basic design and implementation of Augmented TCG and show some experiments about the way players use the system, realizing the game, and what their feelings and impressions about the game are. Specifically, we have discussed the impact of introducing virtual characters used in animation and game stories into the game. Reality is a very important criterion for the design and augmentation of physical artifacts. This does not mean that we need to offer the same physical items that we have used before. Adding virtuality offers the possibility of offering more sophisticated user experiences. It is important to consider how a player feels about physical items, and this consideration remains important after virtuality is introduced. The Value-based Design Framework, which we introduce in Chapter 6, will be an essential tool. For example, the facial expressions of an opponent offers useful information for formulating a game strategy, and these facial expressions becomes the informative value defined in the framework. However, it is not necessary to present the opponents exact facial expressions; only the information from the expressions that the player needs for playing the game is needed. For instance, the information may be offered in the form of textual messages. Additionally, as described in Section 4.3, the tangibility of cards is important. The value that players place on the cards is the economic value in the framework. If they feel that the cards are worth collecting, then the cards are satisfying a need. If people see virtual cards as having the economic value, then they may not feel that the cards need to be tangible. Gaming will be one of the most important media in the future because the interactivity of gaming gives players a feeling of autonomy. As described in (Deci & Ryan, 2000), autonomy is one of the most important factors in a healthier lifestyle. As described in Section 4.4.6, the positivity of typical Japanese animation stories can help to increase our self-efficacy. Self-efficacy is a key for increasing our quality of life. The insights described in this chapter should be considered in future projects using virtuality to enhance physical artifacts. In the future, the approach will allow us to design new artifacts that will help to increase peoples positive thinking and self-efficacy, and to enhance their intrinsic motivation to tackle serious social problems. 74 | | 75 Chapter 5 Rhetoric-based Design Framework 5.1. Introduction This chapter investigates how to design collective human behavior in crowdsourcing by using gameful digital rhetoric50. The first topic is to extract seven insights from multidisciplinary literature surveys and our experiences in building and operating three community-based mobile crowdsourcing services: Micro-Crowdfunding, MoboQ and BianYi. We have already introduced Micro-Crowdfunding in Chapter 3, so we show an overview of MoboQ and BianYi in this chapter. Our seven insights summarise a variety of sociocultural and psychological techniques that can be used to influence human behavior when designing future crowdsourcing. The second topic is to present the Rhetoric-based Design Framework which enhances the GamiRhetoric Model in Chapter 2 to match with the real world by using the above seven insights for designing gameful digital rhetoric. The framework consists of five types of rhetoric and each type of rhetoric offers a different frame for choosing sociocultural and psychological insights to design their influence on human behavior. We present Collectivist Crowdsourcing, which is a concrete example applying the Rhetoric-based Design Framework and show two scenarios to enhance the basic strategy and several challenges to discuss the current approach. 5.2. Crowdsourcing and Collective Human Behavior Crowdsourcing is a promising approach to exploit our social power and to enhance our human ability and possibilities (Howe, 2008). The roles of crowdsourcing have recently expanded in a 50 This chapter is based on the following papers: Mizuki Sakamoto and Tatsuo Nakajima: A Community-based Crowdsourcing Service for Achieving a Sustainable Society through Micro-Level Crowdfunding, In Proceedings of The Internet, Policy & Politics Conferences 2014, Sep. 2014. Mizuki Sakamoto, Hairihan Tong, Yefeng Liu, Tatsuo Nakajima, and Sayaka Akioka: Designing Incentives for Community-Based Mobile Crowdsourcing Service Architecture, In Proceedings of 25th International Conference on Database and Expert Systems Applications, pp. 17-33, Sep. 2014. 76 | variety of new areas, such as citizen science, civic engagement, and political campaigns, and will become increasingly important in a modern society (Oxford Internet Institute, 2014). Additionally, a new approach, community-based mobile crowdsourcing (Liu, et al., 2013) (Liu, et al., 2012), in which people voluntarily contribute to help other people anytime and anywhere using mobile phones, has been reported. The required task is usually trivial and consequently can be performed with minimal effort and low cognitive load. This approach offers a new method of developing services to address serious collective action problems, such as achieving social sustainability from the bottom up (Sakamoto & Nakajima, 2014). These approaches differ from traditional crowdsourcing, which uses only monetary rewards to encourage performing tasks (Kittur, et al., 2008) because in community-based mobile crowdsourcing, service designers should consider the trade-offs among different types of sociocultural and psychological techniques to enhance participants influence on the designs. To expand the scope of crowdsourcing, it should account for coordinating collective human behavior towards a common goal achieved through crowdsourcing activities. However, the current design of crowdsourcing is very ad-hoc and there are few reports to present a guideline for designing crowdsourcing in terms of a variety of motivational and influential factors related to collective human behavior. It is important to expand our knowledge to build future crowdsourcing that can be used for various purposes, and it is a promising method of collective action problems that are essential to addressing many serious social problems (Oxford Internet Institute, 2014). In the real world, each person may not be able to make a decision based on the best strategy, and this is a reason that collective human behavior is a difficult issue. As we described in Section 1.3.2, each person is affected by various surrounding situations to prevent him/her from choosing the best strategies. Therefore, our dairy infrastructure must both navigate and coordinate a person through various sociocultural and psychological techniques both to influence the person and to provide an opportunity for reflective thinking. 5.3. Case Studies of Community-based Mobile Crowdsourcing Services This section presents overviews of our case studies of community-based mobile crowdsourcing services: Micro-Crowdfunding, MoboQ and BianYi. We have introduced Micro-Crowdfunding in Chapter 3, so we show an overview of MoboQ and BianYi in this section. 5.3.1. Using Crowds for Sensing Context Information: MoboQ51 The location-based, real-time, question-answering service, MoboQ, is built on a micro-blogging platform for people to help each other with minimum effort (Liu, et al., 2013). Using MoboQ, end users can ask location- and time-sensitive questions that are difficult to answer with ordinary Q&A services, such as whether a restaurant is crowded, whether a bank has a long waiting line, or whether any tickets remain for an upcoming movie at the local cinema as shown in Figure 5.1. 51 This section summarizes the paper entitled Using Stranger as Sensors: Temporal and Geo-Sensitive Question Answering via Social Media (Liu, et al., 2013) | 77 Figure 5.11 MoboQs Concept MobooQ analyses the t real-timee stream of thhe micro-blog gging servicee Sina Weiboo52, searches for f the Weibbo users who are most likeely to be at thhe given locaation at that moment m basedd on the conttent of their micro-blog posts, p and pushes questiions to thosee strangers. Note N that thee answerers in i this system m are Sina Weibo W users, not MoboQ Q users, and may m not even n be aware oof the existen nce of MobooQ. This dessign takes ad dvantage of the populariity and furious growth raate of Weibo o. The real-ttime nature of o micro-blogging platfoorms also maakes it possib ble to expectt a faster ressponse time than with traaditional Q& &A systems. To some ex xtent, MoboQ Q utilises Weeibo users ass local humaan sensors an nd allows a questioner too extract con ntext informaation at any given locatiion by askinng the human n sensors whaat is happeniing around th hem. The m main compon nents of Mob boQ are as foollows: Communication Mod dule: This m module consiists of the REST R (Repreesentational State 53 Transfer)) Web Service, with an oopen API to client c applicaations and thhe Sina Weibo o API. It managees communiccations betw ween an askerr from Mobo oQ and an annswerer from m Sina Weibo. 52 httpp://weibo.com/ 53 httpp://www.w3.orgg/TR/2002/WD-webarch-200220830/ 78 | Ranking Engine: Thee ranking enngine searches and seleccts the best candidates on o the Weibo platform to answer a questtion. Client Ap pplications: Each cliennt applicatio on includes a Web sitee, a mobile Web applicatio on, and a nattive mobile application to t present th he questions and to answ wer the user in an n accessible and a interactivve form. The MoboQ serrver, which comprises tthe commun nication module and raanking engine, is impleemented usin ng Ruby on Rails R 54. The m mobile Web is implemented using HT TML5 technology. Figurre 5.2 shows the system overview o of M MoboQ. Fig gure 5.2 M MoboQs Sysstem Overviiew Becauuse MoboQ is i a Q&A sysstem betweeen people who are likely to t be compleete strangers, it is a challeenge to motiivate potentiial answererrs from Weib bo to answerr strangers qquestions. From a desiggn perspectiv ve, we conceentrate on tw wo aspects simultaneously: 1) how to establish h trust amonng the answeerer, the Mo oboQ platform m, and the asker; a and 2) 2 how to prrovide appro opriate beneffits to the can ndidate answ werers. Earlyy studies sugg gest that lack k of trust is onne of the greaatest barriers to inhibit Innternet transaactions. To suupport onlinee trust buildin ng, the conteent of the Mo oboQ query message is uuniquely desiigned; i.e., itt includes thee reason thatt the candidatte answerer is i selected (ee.g. Hi, we ffound that yo ou just visiteed #Location n#.). The UR RL of the askkers profile page p on Mob boQ site show ws that the assker is a reall person, and d another URL to the quesstions page on o MoboQ iss provided too help the ansswerer learn about the seervice. All off the necessaary informatiion is open to o the candidaate answererrs, and we hope that thiss information n helps the aanswerer un nderstand thaat this is nott a spam message; insteaad, it is a reaal question from a real peerson who is seeking help p. 54 httpp://rubyonrails.oorg/ | 79 Our system also utilises findings from social psychology as incentives. Social incentives, such as social facilitation and social loafing, are two commonly cited behavior that can affect contributions to social media (Cialdini, 1987). The social facilitation effect refers to the tendency of people to perform better on simple tasks while someone else is watching, rather than while they are alone or working alongside other people. The social loafing effect is the phenomenon of people making less effort to achieve a goal when they work in a group than when they work alone because they feel that their contributions either do not count or are not evaluated or valued as much when they work in a group. This is considered one of the main reasons that groups are less productive than the combined performance of members working alone. Different mechanisms are employed in MoboQ to take advantage of positive social facilitation and avoid negative social loafing as follows: A public thank-you message is provided to publicly and prominently display individuals efforts. The query is a public message and therefore, individuals should know that others can easily evaluate their work. Each question is sent to as many as 15 people in a separate message so that the unique value of each individuals contribution can be evaluated. MoboQ was designed and implemented during the autumn of 2011 and was released in China in early 2012. We collected 15,224 questions until the beginning of October 2012. We received 29,491 responses from 162,954 Weibo candidate answerers. This indicates an 18.0% reply rate for Weibo strangers. Because MoboQ sends one question to as many as to 15 candidate answerers, the overall average response rate for a question is 74.6%; 28% of the answers arrived within 10 minutes, 51% arrived within 20 minutes, and 72% arrived within an hour. This result demonstrates that the approach is feasible in real-world conditions. 5.3.2. Crime Mapping via Social Media: BianYi A crime map is a tool that visualizes crime information based on the geographical location of crimes. In earliest times, the police used a crime map to recognise the inherent geographical component of crimes by sticking pins into maps displayed on walls, where each pin on the map represented a crime incident. With the progress of GIS and the Internet, a crime map places the pins, which are shown as colour spots, on a digital map that can be available on a mobile phone. Accordingly, the police have recently used crime maps for crime analysis, and ordinary citizens have used these maps to obtain an understanding of neighbourhood crime or even to receive alert notices when a crime occurs in the place in which he/she is interested. Currently, social media services, especially micro-blogs, have become an indispensable part of peoples daily life, in which they can share events around them, such as what they have seen and what events have occurred around them, by posting text messages, geo-information, photos, and even videos on social media. The BianYi system, as shown in Figure 5.3, is a crime map that we developed that is automatically created from crime data published on micro-blogs to achieve a secure society by reporting crimes 80 | that hhave occurred d in our areas. Unlike sim milar crime maps, m such ass SpotCrime555 or WikiCriimes56, whichh are not ressponsible forr the crime ddata uploadeed to maps and a make noo representation or warraanty about th he accuracy or o content off any data con ntained, Bian nYi obtains crrime data obttained by annalysing miccro-blogs posted during 2010 to 201 13 from Sinaa Weibo andd Tencent Weibo We 57, whichh serve as op pen crime databases. Figure F 5.3 An Overvieew of BianY Yi The ccurrent versio on of BianYi consists of thhe following g two modulees: a crowd-m map module and a an inform mation flow monitoring module. m C Crowd-map module: Thee module off ffers a user in nterface, which visualizees crime dataa on a ddigital map and a shows th he user the s eriousness of o each crimee through intteractions wiith the ccrime data. We have im mplemented the modulee using the open-sourcee crowd-maapping 5 sservices of th he Ushahidi58 platform, w which is also o supported on o mobile phhones. IInformation flow f monitoring modulee: This modu ule is a core component of data collection ffrom social media. m It deteermines the tyype of keywo ords to be useed to search A APIs, what ty ype of m micro-blogs should be collected, c annd how the contents co ollected from m micro-blog gs are cconverted to crime data. 55 httpp://spotcrime.coom/ 56 httpp://www.wikicrrimes.org/ 57 httpp://t.qq.com/ 58 httpp://www.ushahiidi.com/ | 81 Information flow monitoring module can be broken down into the following two sub-modules: Key conversations extraction module: Sensitive crime information is collected through the topic search function of the Sina Weibo APIs and the micro-blog search function of the Tencent Weibo API. BianYi focuses on the steal type of crime and therefore, keywords such as steal, thief, and pickpocket are used as the parameters. Data cleaning module: This module primarily provides the functionality of filtering the contents of micro-blogs to input into the crime database format of the Ushahidi platform. Specifically, in the first step, the module filters data that are extracted at the key conversations extraction steps from the micro-blogs and excludes spam, such as repeated records, and unavailable geo-messages. In the second step, the module matches all of the micro-blogs attributes to the crime incident database columns, (e.g. a crime description and geo-information in the micro-text) is matched to a crime description, and a micro-blog-post-created time is matched to an incident-occurred time. The initial version of BianYi did not obtain as much sensitive data as we expected. The limitations of the Sina Weibo API, such as the fact that the micro-blog search API service was closed for a time and only 200 search result records related to one topic were available, may be part of the reason for this lack of data. We also found that users were not willing to send crime data to micro-blogs that contained geo-information. Using the crime type steal for search APIs may be another component of the lack of data because people did not know where or when things were stolen. In fact, it is difficult for people to record non-current location as either GIS (Geographic Information System) or a common text. A new method is required for users to map location timely and accurately. One solution is for micro-blogs to prepare a specific interface to report crime data from users. The second version of BianYi adds the natural-language processing module to the data-cleaning module to extract location information from the micro-blog content and to convert the information into geo-information using Google Map APIs 59 . In this version, we continue to experience some problems when extracting location information from text in the micro-blogs. The primary reason for these problems is that the location information described in the micro-blogs is not clearly described enough by users that can be translated for Google Map APIs. The crime data in BianYi, as extracted from micro-blogs, have been obtained from verified individual users, organisational users, and media users, such as police offices, TV programs, and news media, as verified by both the Sina Corporation60 and the Tencent Corporation61. Because trust is a significant factor in crowdsourcing, the functionality of verified account features in Chinese micro-blogging will be a key factor for users to evaluate crime reports reliability. 59 https://developers.google.com/maps/ 60 http://www.sina.com/ 61 http://www.tencent.com/en-us/ 82 | 5.4. Seven Sociocultural and Psychological Insights In the following respective subsections, we present seven insights extracted from our experiences with developing and operating our three community-based mobile crowdsourcing services: Micro-Crowdfunding, MoboQ and BianYi. The insights include discussion complemented with the results of the multi-disciplinary literature surveys. 5.4.1. Insight on Curious Stimulative Effects All of the three case studies use mobile phones to access crowdsourcing. Thus, people can access them anytime and anywhere. The most important factor when using mobile phones is that people can use the services when they have a little time, for example, in their spare time. In urban cities, such as Tokyo, people usually have a great deal of spare time while waiting for trains or food or for the beginning of a meeting or an event. These days, many young people in Tokyo watch their mobile phones in their spare time. If a crowdsource micro-task is lightweight and can be completed in a short time, such as a task requested by MoboQ, the possibility of a user attempting to complete such a micro-task is higher. However, people need to have an incentive to perform the task, even if the task is not difficult. A useful motivational factor for performing a task is curiosity, which can develop human intrinsic motivation. Curiosity allows us to enjoy performing a task without considering its direct benefits to us (Deci, 1980). Stimulative impulses that increase peoples emotional benefit, such as interests, happiness and comfort, are important factors in maintaining peoples curiosity; however, when the same impulses are received over a long period, curiosity may be decreased (McGonigal, 2011). If people feel enough curiosity, they are willing to complete a proposed task, but there is a trade-off between their curiosity and the time required to complete the task. For example, in Micro-Crowdfunding, if people do not have an interest in sustainability, they do not want to become either a mission organiser or a mission performer. A task that inspires less curiosity must be completed within a shorter time before a person loses his/her curiosity. When people do not feel enough curiosity to complete a task, a service must offer other incentives. In BianYi, if the number of crime reports is increased, participants may increase their curiosity because they may be interested in a crime maps changes, but if there is no change for a long time, they may lose the curiosity that inspires then to participate. We also must consider the fact that peoples curiosity about the values of a micro-task changes according to their diverse situations because differences among people are diverse and their capacities have cognitive limitations. For example, if people have too many choices, they may not value a favorite choice among their many options (Schwartz, 2003). Additionally, if we have too much information, we must rely on heuristics when making a decision and may have serious biases about the decision (Todd, 2007). In particular, information overload causes mental exhaustion and thus, a loss of curiosity (McGonigal, 2011). The curiosity factor also shows that we should be careful when evaluating a new service because most people usually feel curiosity for their own service first. In other words, which type of curiosity that encourages people should be carefully considered during the evaluation. | 83 5.4.2. Insight on Social Effects Helping others based on altruism is an essential mechanism in crowdsourcing that increases its participants activities, such as in our case studies. To enhance the strength of the mechanism, various social factors should be taken into account. Most of the game mechanics in gamification potentially help us make the basic mechanism of crowdsourcing work well. However, as shown in (Zuckerman & Gal-Oz, 2014), if the effect implemented by game mechanics does not cause participants to feel meaningful values, it does not motivate them. Meaningfulness is one of the most important factors in designing social effects (Nicholson, 2012). An important design issue is not only to discuss game mechanics in crowdsourcing but also to offer participants perceived values that make their activities meaningful. Social factors can be classified into three types. These factors are very strong because they primarily influence human behavior unconsciously. The first type of social factor is reciprocity: people help other people. This trait encourages users to complete tasks to support other people (Cialdini, 1987). The trust relationship among people is the key to success when using reciprocity. When two persons are not well known to each, a social effect that increases both persons empathy is effective to strengthen the power of reciprocity. Reciprocity works well if people believe that others have are grateful for their help. We carefully designed our case studies, especially MoboQ, to maintain the trust relationship among people by showing both why a person needs a support from others and that the claim is not dishonest. Additionally, after completing a task, people receive gratitude. This reduces the effect of personality and therefore, social media based on this technique works well for most people. Similarly, in BianYi, only crime reports from trusted participants are stored in the database. Building the trust relationship depends on cultures and therefore, we should be careful when expanding crowdsourcing to multiple countries (Weinschenk, 2013). The second type of social factor is social facilitation. Visualizing ones differences from others is a useful technique when using social facilitation. When someones performance is insufficiently high, using vizualisation to show that his/her performance is less than that of others can be effective (Cialdini, 1987). MoboQ adopted techniques to increase social facilitation to motivate participants. The third type of social factor is self-respect or self-esteem. Because self-respect is also related to economic factors, we discuss it in the next subsection. When using crowdsourcing to solve collective action problems, we must consider how a shared good should be managed. If each person considers only his/her individual benefit, a shared good cannot be well-maintained (Miller, 2003). One serious issue to solve problems is to increase the number of free riders to manage shared goods when the number of community members is increased (Olson, 1965). In Micro-Crowdfunding, a new micro-mission is proposed within a local community and the mission is performed and encouraged within that community. As shown in Chapter 3, a local community must have members who know each other well to increase the effect of social influence among community members in Micro-Crowdfunding because such knowledge is important to increase the empathy that encourages crowdsourcing activities. In BianYi, if many participants report their found crimes, others may feel that their contribution may not be required to build a more useful crime map. It is essential for the system to show participants that their help always contributes to realising a secure society. 84 | In the case studies, the social media developed for research purposes usually do not initially have many users, as shown by the case of the user study in its early phase. Therefore, when designing the case studies, we decided to use reciprocity or social facilitation as much as possible. These incentives can work well even if the community size is small. 5.4.3. Insight on Economic Effects Exchanging valuable things is another crowdsourcing mechanism. As previously shown, monetary rewards are typically used as the economic factor of traditional crowdsourcing. That money is a useful tool for activating our market for performing more micro-tasks. Money is typically used as a monetary reward, but it can also be used to increase a communitys activities, as shown in Micro-Crowdfunding. In a local economy, local currency is an effective tool to complement global currency to support our economy (Gesell, 1958). As shown in many recent online games, virtual economy is a useful concept for augmenting traditional economy (Lehdonvirta & Castronova, 2014). Goods implemented by digital technology can be exchanged in virtual economy as valuable goods similar to real goods. For example, beautiful clothes or strong weapons are a typical good in the virtual economy because a player can buy it using his/her money in popular online games. Self-respect is the most popular way to encourage people to complete a task in social media and typically, self-respect is stimulated using badges and leaderboards to increase a users self-respect (Nakajima & Lehdonvirta, 2013); thus, we applied self-respect in the early design of our case studies to add virtual badges that symbolize self-respect. However, this did not work well (Liu, et al., 2012) and therefore, the current prototypes do not use that approach. It is important to understand why this approach did not succeed. The use of a badge based on peoples self-respect is also based on a feeling of rarity, such as earning a Mr. Bill badge or becoming a mayor in Foursquare. Rarity is a type of economic incentive. In most previous studies, monetary rewards have been discussed as an economic incentive but for people, rare objects can be considered the same as a monetary reward (Lehdonvirta & Castronova, 2014). That is, if people do not feel the value of objects, they may want to exchange them for other objects. If an object similar to money can be used, it can be exchanged with others. Thus, it is essential for people to perceive the rarity of virtual goods. Additionally, to make self-respect effective, a large number of participants is necessary to increase the rarity of the goods. This is an important issue if a new crowdsourcing platform does not have enough participants in its early deployment. An economic incentive may not work every time, as shown in (Antikainen & Väätäjä, 2010), because focusing exclusively on economic benefits kills peoples curiosity, which is an important factors in the success of community-based mobile crowdsourcing, as described in Section 5.4.1. The above experience indicates that the game mechanics used to offer virtual, rare goods do not work successfully in some cases. This claim is consistent with an experience described both by (Liu, et al., 2012), (Nicholson, 2012), and (Zuckerman & Gal-Oz, 2014). Helping other people by investing money is also useful for increasing awareness of the necessity to achieve a goal (Gesell, 1958). People usually believe that money can be used to increase economic benefit, but we found based on our experiences with Micro-Crowdfunding that money is also useful to increase peoples awareness of important issues. Money can be exchanged | 85 between individuals; therefore, it can be used as a tool to remind them of the necessity of completing a task to achieve their goal. Conversely, the gamification-based approach usually leads only a few people to participate heavily in the target activities (Denny, 2013). Thus, that approach may not be suitable for increasing awareness of the activities importance. Another problem is caused by the intangibility of virtual goods (Sakamoto, et al., 2013). If people do not feel that virtual goods are meaningful, they may not want to complete a micro-task to obtain them (Lehdonvirta & Castronova, 2014). Conversely, there is an advantage of using virtual goods. Depending on the situation, the use of virtual goods can easily change the meaning of those goods (Nakajima & Lehdonvirta, 2013). In particular, if the goods provide metaphors that show how completing micro-tasks is meaningful for people, the quality of performing micro-tasks is increased (Rogstadius, et al., 2011). However, the tangibility and the flexibility of virtual goods become a trade-off in designing gameful digital rhetoric. 5.4.4. Insight on Ideological Aspects To motivate people to complete a micro-task, they must be made consciously aware of the necessity of their participation to achieve their goal in their activities (Ryan & Deci, 2000). In traditional media such as movies and literature, a narrative is typically used to teach people why achieving their goals is essential for them. When a micro-task is related to solving serious social problems, such as environment sustainability or human well-being, behavioral changes are essential to encourage people (Dolan, 2010) (Wolfe, et al., 2014). A narrative is used to identify the necessity to achieve the goal of a persons activities (Allison, 2006). Additionally, autonomy and competence are important factors to increase ones motivation to perform a micro-task through behavioral changes. Ryan and Deci claim that the process to cause people to have a conscious purpose to achieve their goals is essential to develop human motivation (Ryan & Deci, 2000). For example, as shown in BianYi, if participants believe that offering more criminal reports decreases the number of crimes and thus secure their cities, then their motivation to inform on criminals will be increased. It is difficult to remind participants why a micro-task is important to achieve their goals in the absence of a large amount of information, for example, sustainability in Micro-Crowdfunding or the security of daily life in BianYi. Learning the importance of peoples activities takes a long time and requires a large cognitive load. Therefore, the narrative approach is not suitable for mobile-based social media. A narrative that is used to teach the necessity of completing a task is the key for efficiently increasing a conscious and more internalised motivation. If a narrative is popular and includes a clear ideological message, characters or goods appearing in the narrative become a metaphor to remind people of the necessity of their participation through the ideological message embedded in the narrative. For example, in BianYi, some metaphors are offered to represent the narrative of why crime reporting is important to secure a city. If metaphors can be shown according to peoples current situations, the possibility of becoming aware of the important ideological message presented in a narrative becomes high. Additionally, a sense of participation is important to increase peoples activities (Fuad-Luke, 2013). In MoboQ, because a query is a pubic message, participants can evaluate others efforts. This makes sense of their participation and reminds them that their MoboQ activities can help others. 86 | 5.4.5. Insight on Goal-Setting and Challenges Achievement is often used in games, and it is a useful incentive to motivate people (Jull, 2005). In video games, a narrative is typically represented through a sequence of challenges (Frasca, 2003). By setting a goal, people attempt to achieve the goal according to the narrative. When a task is very simple, people can complete it without exerting a great effort. In an MMORPG, a sequence of challenges allows players coordinated for the purpose of achieving their common goal. Because such an approach embeds a narrative into a game, a player feels that achieving the goal is part of the given narrative. However, if the complexity of a challenge represented as a micro-task is increased, as in Micro-Crowdfunding, more effort is required; therefore, providing an explicit goal becomes important. In games, the goal is divided into several sub-goals, and a player can achieve those sub-goals step by step because each subsequent sub-goal is usually achieved with a small amount of increased effort (Jull, 2005). In the real world, we may not be able to offer such easily achievable sub-goals because the progress required to achieve the goal in the real world is not usually linear. For example, daily, constant exercise does not reduce peoples weight linearly; this is one reason that people abandon exercising (Nakajima & Lehdonvirta, 2013). However, if the sub-goal is fictional and the goal is not difficult to achieve, the hurdle to achieve the final goal becomes lower. This increases peoples competence in achieving the goal because they have already achieved the first step toward the final goal (Cialdini, 1987). Additionally, if there are multiple choices for achieving the goal, a persons autonomy is increased (Deci, 1980). This is essential to develop human intrinsic motivation for achieving their goal. In Micro-Crowdfunding, each micro-mission is independent and thus, it is not easy to achieve the final goal for social sustainability. A mission organiser should be conscious of his/her mission as a sub-goal to achieve a sustainable society. One solution is to incorporate a micro-mission given in a fictional narrative in the real world. Of course, maintaining consistency with the real world is important, to have a sense of reality when achieving sub-goals (Frome, 2006). Fictional narratives may contain ideological messages that make us aware of the important social issues in our daily life (Sakamoto & Nakajima, 2014), which offers a promising possibility towards better human navigation. 5.4.6. Insight on Collectivity People usually like to know where they are and how their efforts are necessary to achieve their goals. In BianYi, a crime map of a city shows how crimes are reported so that participants can know the dangerous areas of a city. These techniques show the results of the accumulated efforts of either individuals or collective. These techniques are also popular in gamification. For example, a status bar to show the contribution of individuals or collective is useful to show their accumulated contributions. Additionally, a scoreboard to show a participants current progress towards his/her goal is effective to motivate peoples activities. In (Nakajima & Lehdonvirta, 2013), accumulated feedback is proposed to present how long peoples efforts continue. The paper shows two types of accumulated feedback. One is a positive feedback and the other is a negative feedback. In our case studies, we use only positive feedback, but it is claimed that the balance between two types of feedback is important to navigate human | 87 interaction. In (Weinschenk, 2013), a punishment, which is a typical negative feedback, is reported as ineffective and it is better to avoid using it as much as possible. Of course, if a punishment is continued for a long time, people are significantly demotivated, but as shown in Section 2.4.3, negative feedback may be useful to remind that peoples behavior is temporarily undesirable. It may not be effective to show the real, accumulated results of peoples efforts if their efforts are not reflected in their results because they find it difficult to maintain their motivation if their efforts does not show any results (Nakajima & Lehdonvirta, 2013). In this case, it is better to use a fictional effect that shows their efforts, not the results of their efforts. The approach is also popular in a video game such as Wii Sports62. In real sports, it takes a long time to master skills in sports and many of us abandon learning. However, if mastering skills in sports does not reflect the results of peoples real efforts, they may continue to learn the skills. Finally, a collection is another type of collective techniques. If people collect many of their favorite goods, their motivation to collect new goods is also increased. In Micro-Crowdfunding, participants are willing to save money, which is a collective technique. However, in Micro-Crowdfunding, participants saving money means economic stagnation. Thus, aging money that does not become the mean of a collective technique is adopted because saving money is a very strong temptation for most people. 5.4.7. Insight on Agency and Immersion In the previous subsections, we show several sociocultural and psychological insights that influence people. Including these insights in crowdsourcing is not always effective. For example, in BianYi, participants need to have a sense of closeness to the city to show a crime map. Additionally, participants should understand the map as the known citys map. In Micro-Crowdfunding, a micro-mission should be related to a sustainable society so that participants will be encouraged and aware of the need to achieve their goal. To motivate participants contribution to MoboQ, they must be aware that their efforts help others. The success of these designs depends on how participants feel the meaningfulness of their activities. Agency and immersion properties are useful concepts that are used in video games (Frasca, 2001). Agency property indicates that participants can control the effects of their activities, and immersion property indicates that those effects reflect participants real activities without violating reality. Analysing the insights described in the previous subsections, the above properties are essential to render meaningful the effects of the techniques described in insights in Section 5.4. In particular, the insight increases the property of agency and help participants to more easily understand the need achieve their goal. The effect produced by sociocultural and psychological techniques should be meaningful for participants, and they should feel a sense of reality related to the effects of their participation. 62 http://wiisports.nintendo.com/ 88 | When incorporating a fictional narrative in the real world, there is a possibility or properly enhancing agency property. By playing a fictional role in the real world without losing ones grasp on reality, role-playing is effective in incorporating gameful digital rhetoric into the real world. This type of role-playing is called pervasive role-playing (Montola, 2007). A persons imaginary experience becomes tangible if he/she feels that the embodied fictionality is realistic (Frome, 2006). In the past, live action role playing participants usually wore costumes to play roles in a fictional world (Montola, et al., 2009). Recently, cosplay has become popular among young people: in this practice, participants play the roles of fictional animated characters by wearing the characters typical costumes (Lamerichs, 2014). Advances in wearable technologies enable our daily clothes to change dynamically according to peoples role-playing to increase their agency property in the future. Besides, the sacred land of animation refers to the places that form the backgrounds or the scenery of the animation, and many anime fans visit those places, as we explained in Section 4.5. Ubiquitous computing technologies can incorporate gameful digital rhetoric more seamlessly into the real world. The immersion property enables people to play fictional roles in the real world and requires them to represent gameful digital rhetoric in the real world. A virtual form, which we introduce in Chapter 6, is an abstraction to ambiently blend fictional expressions expressed as gameful digital rhetoric in the real world by using ubiquitous displays and projectors. In (Nakajima & Lehdonvirta, 2013), there are several case studies to demonstrates the current situation of human behavior as ambient fictional expressions. These technologies may be used to enhance the meaningfulness of the insights described in this section. 5.5. Gamifying Collective Human Behavior Our approach is based on gameful digital rhetoric for enhancing peoples perceived rhetoric and value in crowdsourcing activities. The Rhetoric-based Design Framework consists of five types of rhetoric that give respective frames to use various sociocultural and psychological techniques presented in the insights. We also show how rhetoric is used in the design of Collectivist Crowdsourcing. In particular, Section 5.6 shows two scenarios to enhance the basic strategy of Collectivist Crowdsourcing with rhetoric and their analysis to extract their potential pitfalls. Before presenting the Rhetoric-based Design Framework and Collectivist Crowdsourcing, this section first discusses the advantages of rhetoric incorporated into the real world. 5.5.1. Incorporating Fictionality into Gameful Digital Rhetoric Fictional narratives play an important role in product advertisements because they increase the appeal of the advertised products (Mattila, 2000). Incorporating fictionality into narratives enriches our experiences because such narratives can more easily translate abstract, real-world meanings in a manner that is both attractive and easily understood. For example, fictional narratives can represent either non-existent or future narratives. These narratives can flexibly offer us a broad range of information using non-existent artifact such as magical and mysterious creatures. Because the real world can be represented both abstractly and sometimes ironically in a fictional narrative through framing to either simplify or exaggerate essential and important | 89 concepts in our daily life, people easily notice the concepts that are relevant to achieving an ideal, sustainable society. Fiction also allows people to use more appropriate metaphors than documentaries or other nonfiction. Because a typical fictional narrative describes brave heroes, dignified heroines and mysterious magicians whose strong self-efficacy enables them to achieve difficult goals, when we play these roles in the real world, our behavior are altered and our own self-efficacy increases. It is also easy to embed ideological messages in fictional narratives, thus making it possible to teach the necessity to solve various social issues. In particular, Japanese animation and game narratives contain complex ideological social messages related to futuristic lifestyles (Sakamoto & Nakajima, 2014) to increase peoples conscious and internalised motivation. These narratives can offer many effective metaphors to increase our competence through the positivity they express. Additionally, incorporating ideological messages increases a narratives dramatic tensions and increases peoples curiosity about the narrative (Okada, 2010). This indicates that many typical dramas contain ideological messages and that dramas may be used to remind the messages by showing their metaphors. In Japan, there are also several emerging infrastructures that create new narratives from already-existing narratives about characters such as NicoNico Douga63. Many young Japanese create their own narratives to explain their daily activities as a type of myth or destiny on the infrastructures. They also propose virtual festivals, and many of them join a festival and achieve their goals together. Thus, relying on the creative community creates a narrative for coordinating various missions to achieve a common goal, which is a promising approach. Fictionality embedded in the real world offers various possibilities to enhance the meaning of our real world. 5.5.2. Rhetoric-based Design Framework for Influencing Human Behavior Gameful digital rhetoric representing fictionality has a powerful influence on people. In this Chapter, we focus on using that power to enhance crowdsourcing activities. This means that gameful digital rhetoric is incorporated in crowdsourcing activities to influence human behavior. In fictional game worlds, players frequently tend to cooperate to achieve a common goal because they reap their own individual benefits by achieving that goal. In MMORPG, multiple players must cooperate to achieve a complex mission. However, in the real world, people usually find it difficult to understand the need to achieve their common goals and their individual benefits by achieving such goals. By incorporating gameful digital rhetoric that explicitly incorporates such a message in the real world, people feel that the meaning of the real world is enhanced. That effect influences their behavior and encourages them to cooperate in performing micro-tasks to achieve their common goal. To design a players experiences in a digital game, a game designer first designs some game elements such as a virtual world, a character, a narrative and social and economic mechanics in the game. Next, the designer considers their effects on the player. We also use this approach for designing participants experiences in crowdsourcing activities. In our approach, we first decide 63 http://www.nicovideo.jp/ 90 | digitaal objects thaat are incorp porated into ccrowdsourcing activities. Next, we ddesign the ob bjects rhetoric. To desig gn rhetoric th hat is both meeaningfully and a emotionaally engagedd, the sociocu ultural and ppsychologicaal insights sh hown in Secction 5.4 can n be used to design the influences of o that rhetoric on participants behav vior. By incoorporating ob bjects in the real world, rrhetorical meeaning is enhhanced. To deesign gamefu ul digital rhettoric of each virtual objecct, we introdu uce the Rheto toric-based Design D Fram mework, whiich consists of five fram mes to design the mean ning of a diigital objectt. The Rhetooric-based Design D Fram mework show wn in Figurre 5.4 is a semiotic s moodel for desiigning rhetoric that coordinates colleective humann behavior in n crowdsourccing, where tthe model co onsists of fivve types of rh hetoric: curio ous rhetoric,, narrative rhetoric, r colleective rhetorric, social rh hetoric and eeconomic rheetoric. Each rhetoric r essenntially corressponds to inssights presentted in the preevious sectioon. The mod del is influen nced by the MDA frameework (Hunicke, et al., 2004), whicch is a popullar model to analyze digiital games. Figuree 5.4 Rhetooric-based Design D Fram mework The curious rhetoric influen nces people through peeoples five senses, inclluding visuaal and auditoory senses th hat offer us emotional enggagement su uch as interests, happinesss and comforrt, and increaase their cu uriosity to motivate m theiir activities. This rhetoric corresponnds to the in nsight descrribed in Sectiion 5.4.1. The narrative rrhetoric contains an argum ment specifieed in a narrattive. A typicaal narrative teaches t peop ple what theyy should do in n their desiraable daily liffe. Narrativess have two aaspects. The first aspect describes d ideeological meessages in narratives, whiich corresponds to the innsight describ bed in Sectio on 5.4.4; thee second aspeect relates to o goal-settingg in the narraatives, whichh correspond ds to the inssight describbed in Sectio on 5.4.5. Th he collectivee rhetoric presents particcipants accu umulated effforts and is one of the essential motivations m ffor participants to continnue their effo orts. The collective rhetorric correspon nds to the inssight describeed in Section n 5.4.6. Finallly, the socia al rhetoric an nd the econoomic rhetoricc offer norms, rules and mechanics, which w are tyypically used d to coordinaate people colllectively in the real world. The sociaal rhetoric an nd the econoomic rhetoricc include varrious social oor economic mechanics m su uch as the maarket econom my, the gift eeconomy, alttruistic socieety, battle annd role-playin ng mechaniccs, where theese mechanics are also ttypical underrlying mechaanics used in popular videeo games64. Rhetoric R is em mbedded into o basic servicces as underllying mechan nisms to increease peoples activities. When W using tthe social rheetoric, 64 Som me typical mecchanics used in n the real worrld and games are explained in (Cialdini, 1987) (Jordan,, 2002) (Laamerichs, 2014)). | 91 the insights presented in Section 5.4.2 must be taken into account. Similarly, the insight presented in Section 5.4.3 must be taken into account when the economic rhetoric is used. All rhetoric require consideration of the insight presented in Section 5.4.7 to make them more meaningful. Community-based mobile crowdsourcing contains multiple rhetoric to influence people from multiple angles. When designing crowdsourcing activity with the Rhetoric-based Design Framework, a designer first chooses a visual or auditory form that is incorporated into crowdsourcing activities. Our approach refers to the rhetorical form of a virtual object as micro-rhetoric. Next, we choose a proper rhetoric and consider its effect on human behavior. During this phase, we can consult techniques identified in the insights to render the effect both meaningful and emotionally engaged. We show examples of how to use micro-rhetoric in the scenarios described in Section 5.6.2 and Section 5.6.3. 5.5.3. Designing Crowdsourcing for Collective Action In this section, we show the basic design strategies of Collectivist Crowdsourcing. We define the goal of Collectivist Crowdsourcing as achieving a sustainable society. Free resources that are shared by a number of people, such as public toilets or the natural environment, tend to be overused as a consequence of the tragedy of the commons, as we mentioned in Section 3.2.1. This problem occurs because each individual derives a personal benefit from using a resource, whereas any costs are shared among all of the users; this circumstance leads to inconsiderate use. Each participant proposes a micro-task that improves his/her surrounding environment. Participants in Collectivist Crowdsourcing support and perform micro-tasks in pursuit of their common goal to achieve a sustainable society. The most important design strategy involves using a local community to encourage more crowdsourcing activities, as shown in Figure 5.5. The design strategy is to adopt an altruistic society as the social rhetoric, but altruism alone is not strong enough to motivate participants, and other temptations usually obstruct peoples altruistic behavior (McGonigal, 2011). Thus, we must incorporate other insights to influence people, as shown in Section 5.4. If each local community consists of a small number of members, the possibility of a free ride is decreased (Olson, 1965). This design is essential for crowdsourcing for collective action because the existence of a large number of free riders significantly decreases the motivation of active participants. This approach is also important to increase curiosity because community members who know each other can propose a new micro-task that may be of interest to members within the same community. In our approach, to increase motivation, other rhetoric will be added to the basic design by adding a variety of micro-rhetoric. 92 | Figu ure 5.5 Strructuring Crrowdsourcin ng with Local Communnities In Coollectivist Crrowdsourcing g, each comm munity mem mber plays on ne of the folllowing three roles. The ffirst is a taskk proposer, th he second is a task perforrmer, and thee third is a taask supporterr. This desiggn is heavily influenced by b the designn of Micro-C Crowdfunding g. The task pproposer submits a new m micro-task th hat may be off interest in hhis/her local community. The task perrformer perfo orms a task submitted by y a task pro oposer and a task supporter supportss his/her com mmunity eith her to subm mit a new miccro-task or to o perform a ssubmitted tassk. 5.6. Colllectivist Crowdsou C urcing: Sccenarios and a Analy ysis 5.6.1. 5 Issuees in Scenaario-based Design D for Collectivistt Crowdsou urcing In thee following subsections,, we show hhow the Rhettoric-based Design D Fram mework is ussed to desiggn Collectivisst Crowdsourrcing. We foccus on a locaal community y and how meembers in thee local comm munity are coordinated c through a sset of rhetorric defined in i the Rhetooric-based Design D Fram mework. Eacch subsection presents different ap pproaches to o enhance thhe basic strrategy descrribed in Secttion 5.5.3. We W conduct a scenario an nalysis, whicch is a usefuul tool to disscover potenntial pitfalls in the design n (Fahey & Randall, 19 998), and we discuss how w to overcom me the pitfallls. Whenn designing scenarios, s wee first considder what typees of rhetoricc defined in th the Rhetoric--based Desiggn Framewo ork are used d and whichh techniques are suitablee to enhancee its basic design d strateegies. The most m basic rhetoric is the social rhetoric orr the econoomic rhetorric. In comm munity-based d mobile cro owdsourcing,, we first asssume an altru uistic societyy in which people p instinnctively help others activ vities. Howevver, most of them t are usu ually simultanneously busy y, lazy and eegoistic. Thus, if there aree not enoughh motivationaal impulses, people p will nnot participatte in a comm munitys actiivities. We fo ocus on usinng the markett economy as a the econom mic rhetoric in the first sscenario, whiich is describ bed in Sectioon 5.6.3. We then t focus on n using the ggift economy as the | 93 social rhetoric in the second scenario, which is described in Section 5.6.2. In the second scenario, we enhance the gift economy with favorite or empathetic virtual humans for increasing social influence with strangers. Next, we discuss how the narrative rhetoric is incorporated into the basic strategy. Each scenario differently introduces the narrative rhetoric to incorporate the narrative to help participants achieve their common goal. In the first scenario, a narrative is offered through a metaphor represented by virtual money. In the second scenario, participants understand ideological messages in the narrative while they play a sightseeing game. Subsequently, we consider how the curious rhetoric and the collective rhetoric can be used to increase participants motivation to participate in Collectivist Crowdsourcing activities. Social influence is an important factor in evaluating the success of the design. We primarily discuss three social influence factors: reciprocity, social proof, and commitment and consistency as presented by Cialdini, who explains social influence (Cialdini, 1987). In Collectivist Crowdsourcing, proposing interesting micro-tasks is important to increase participants motivation. If performing micro-tasks is curious to them, they are intrinsically willing to perform them without extra extrinsic rewards. In these scenarios, gameful digital rhetoric is incorporated as a set of micro-rhetoric. Materiality is essential to motivate people (Jordan, 2002) (Sakamoto, et al., 2013)65. If people do not feel materiality in gameful digital rhetoric, their motivation is significantly degraded. Of course, gameful digital rhetoric is not a real thing, so materiality is illusionary, but if participants feel a sense of reality in gameful digital rhetoric, we feel that gameful digital rhetoric is materialised. In the following subsections, we show the two scenarios that enhance the basic design strategy, and we discuss the effect of incorporating gameful digital rhetoric. In the analysis of the following scenarios, we found some issues necessary for discussing potential pitfalls, but it may be difficult to analyze them using only scenarios related to particular issues. We have developed prototypes and conducted their user studies to perform experiments to investigate the potential pitfalls. 5.6.2. Collectivist Crowdsourcing based on Market Economy In our scenario shown in this section, we adopt the market economy as the economic rhetoric. Instead of using real money, we adopt a special mechanism known as a local currency (Gesell, 1958). A virtual currency is a micro-rhetoric in virtual world, but it affects our real life. As a tool of fiscal localism, a local currency can raise awareness of the local economy. As shown in Section 5.4.3, using money is dangerous in that it demotivates participants intrinsic motivation. Additionally, as shown in Section 5.4.6, when money is used as the collective rhetoric, activities in the market economy are reduced. To solve this issue, we adopt the aging money model (Gesell, 1958). Aging money has been widely used to encourage monetary circulation within a regional 65 In (Jordan, 2002), materiality is also explained as physio-pleasure. 94 | comm munity, as sh hown in Secttion 5.4.6. A Aging money y also solves the serious problem to use u of usingg currency an nd how each participant eearns money y before startting his/her aactivities. Th he rule that eeach particip pant receives some moneyy periodicallly is easily applied a withoout the probllem of moneey inflation th hat accompaanies aging m money. We inncorporate th he narrative rhetoric inccluded in vid deos shown in i public dissplays deploy yed in manyy places, and the metapho or shown by vvirtual money is used to recall r a narrat ative. This sceenario is based on the insight i descrribed in Secction 5.4.4. If videos are shown in many placees, the possibility of wattching moviees is increaseed. Thus, most of the partticipants willl know the videos. v Howeever, it is im mportant to usse a particulaarly impressiive scene, go ood or characcter as a mettaphor show wn on the mon ney because people usuaally remembeer only these impressive iitems. To eencourage co ommunity members m to contribute to more micro-tasks, m we establissh the rewarrd-reduction rule, which states that vaalue does nott degrade wh hen a person ffunds a micro-task with hhis/her virtuaal currency, as a explainedd in Section 3.4.1. 3 When a micro-task is completed d, half of thee money pro ovided by a participant is returned as a a reward to him/her. This arrangement proviides a benefit for particip pants to fundd more micro o-tasks, which h also increaases their curriosity by siggnalling thatt their contrib bution has beeen successfful, but this sign s should nnot offer too much inform mation, as sh hown in Secttion 5.4.1. Thhe photo takeen when com mpleting a miicro-task is used u as the cuurious rhetorric for the saame purpose.. The m metaphor off virtual mon ney becomees the collecctive rhetoricc. This increeases particiipants self-rrespect, as sh hown in Secttion 5.4.3, iff the metapho or shows parrticipants effforts. We alsso use the ccollective rheetoric for vissualizing all others contrributions in the t status baar to increasee their sociaal influence, as shown in n Section 5.44.2. This au ugments the social influeence of the social rhetooric used in the t scenario. As shown in Section 5.4.7, 5 to refleect a particippants activitty, the effectt of the micro-rhetoric sh hould be meaaningful. The ffollowing sceenario presen nts how eachh stakeholder in Collectiviist Crowdsouurcing experiiences his/heer participattion in and contributionn to a miccro-task, and d Table 5.1 shows a list l of microo-rhetoric used in the sceenario. Table 5.1 5 A list o f Micro-Rheetoric in Sceenario 1 | 95 (1) Asuka must go to her laboratory every day. She worries about the use of some small, common resources in her laboratory. In particular, she is bothered by a table that has been left in disorder. She wants to use the table but has no time to clean it up because of her busy schedule. She thinks that it would be great if someone could help her. (2) Asuka decides to create a micro-task with the title, Please clean this table as a task proposer, and she makes an appeal for funds from other people who use the table. When she has spare time, she sets the requisite amount of virtual coins at 10 ecos, with an eco being the unit of the virtual currency used in Collectivist Crowdsourcing and using her mobile phone, she provides 3 ecos as an initial contribution to the micro-task. When she contributes her virtual coins, the virtual coin represents a metaphor showing that she is contributing to social sustainability. (3) Chihaya, Masahiro and Shin are Asukas colleagues in the laboratory. They all receive the micro-task proposal through an email delivered due to Asukas micro-task registration. Chihaya agrees with Asuka that the table must be cleaned. Thus, as a task supporter, she contributes 3 ecos to the micro-tasks fund with her mobile phone. Chihaya also often uses the table and she very much wants the micro-task to be achieved. Each community members mobile phone shows a status bar to indicate others contributions to the micro-task. (4) Masahiro and Shin are together when they receive the proposal in an e-mail. Masahiro considers it to be a good idea for his laboratory members to join the micro-task. Shin agrees; each then contributes 2 ecos with his mobile phone as task supporters. The current status of the contribution as a task supporter can be presented in a status bar on each community members mobile phone. The total amount of money contributed reaches 10 ecos, which is the target amount that Asuka has chosen. As a result, the micro-task Please clean this table becomes executable, and all of the potential task performers are informed. (5) Maki, who is also Asukas colleague, comes to the laboratory and has some spare time. She checks the available micro-tasks in the laboratory and finds Asukas micro-task. Maki decides to execute the tasks as a task performer. (6) Maki has completed the micro-task. The table is now relatively clean. She takes a photograph of the clean table and reports the micro-task as complete, including a photograph. Asuka confirms the completion of the task. Maki then receives 10 ecos as a reward. (7) Asuka is grateful to all who participated in the micro-task. Maki also feels happy because she not only received a reward but was also thanked by every participant in the micro-task because the received money acts as a metaphor that she has significantly contributed to a sustainable society. Consequently, she is proud of having completed the micro-task. (8) Half of the funded money is returned to participants who supported the micro-task. The virtual coin represents a metaphor of a narrative presenting their contribution to the sustainable society, and the narrative is frequently shown in public media. Thus, they know the narrative well before beginning the micro-task. Finally, they are aware of the necessity of their contribution to achieve a sustainable society. 96 | In the scenario, the goal of Collectivist Crowdsourcing activities is shown as a metaphor expressed through virtual coins. There are several potential pitfalls of the design. The first pitfall is that participants may not be aware of the metaphor or they may not understand the meaning of the metaphor. In this case, the participants choose their activities according to their individual benefits only. The second pitfall is that the participants cannot be reminded of the ideological message in the narrative, even though they understand the meanings of the metaphor. We assume that the narrative is frequently shown in public displays deployed in various places, but the participants usually do not understand the deep messages in the narrative shown in public displays because they merely watch the narrative in the displays without thinking reflectively. We must consider an alternative approach to raise the awareness of the message and to explain how the task contributes to achieving the common goal. This analysis assumes that participants in a micro-task belong to the same community. The setting has a significant influence on participants behavior because the social influence named reciprocity typically affects community members. Thus, when a task proposer is an influential community leader who contributes significantly to the community, other members are likely to participate in additional crowdsourcing activities. However, in the real world, not all participants may be members in the same community. In this case, we must enhance the scenario to exploit reciprocity among strangers. The social influence known as commitment and consistency is important to altering peoples behavior. If people make a small effort to contribute to reaching a more difficult goal, the possibility of reaching the goal sooner is increased. In Collectivist Crowdsourcing, if the number of task supporters increases, there is a possibility that the participants know their communitys activity and that their small efforts encourage the future proposal or performance of micro-tasks. The social influence named social proof is important in altering peoples behavior. In this scenario, each task supporters contribution is visualized on his/her mobile phone so that notifications of peoples contributions encourage others to participate in Collectivist Crowdsourcing activities. However, there is a possibility that no one will contribute to the activities, a phenomenon known as social loafing. Therefore, it is important to add another mechanism to encourage contributors to join activities as early contributors. Competition among participants also increases the effect of social proof. In the current scenario, a status bar is introduced to show others contributions to their community. When a participant feels that his/her contribution offers a visible benefit, he/she feels that the service is meaningful. The status bar needs to show who contributes the current activities and the person should be an acquaintance of the recipient. Game elements, such as badges and leaderboards (Deterding, et al., 2011) that are also commonly used in gamification, are effective tools to introduce competition into Collectivist Crowdsourcing and to enhance the social proof. This scenario adopts a virtual currency in a crowdsourcing activity. The currency is not real money and cannot be exchanged for real money, which may cause a problem because people may not feel any reality to earn the virtual currency. However, with the aging money adopted in the scenario as our currency model, a participant is immediately aware of the decrease in its value. This awareness increases a sense of ownership because its value reduction is both visible and | 97 tangible in the real world. Thus, the strategy increases the materiality of the virtual currency. In particular, some findings in behavioral economics show that people are more sensitive to the decrease in the value of money than to its increase (Kahneman, 2011). These findings provide evidence that the aging money sustains a feeling of the reality of virtual currency. To complement the scenario analysis, we can use the experiment with the Micro-Crowdfunding prototype system described in Section 3.4.2 to extract more potential pitfalls in the economic strategies of the scenario to implement the scenario. In the experiment, we designed the micro-missions in the experiment based on the role-playing game-based method (Powell, 1999), which each participant in the experiment was assigned a role of mission organizer, mission investor, or mission performer. We can consider the role of a mission organizer as a task proposer, a mission investor as a task supporter, and a mission performer as a task performer. Six people (three males and three females) participated in the experiment and the ages of participants ranged from 25 to 51. We wanted to know the effect of economic factors, especially the reward-reduction rule and the aging money rule that were explained in Section 3.4.1. Regarding the reward-reduction rule, four out of the six participants responded that the reward-reduction rule did not affect their motivation, but the reasons were different for each participant. The other two participants answered that the rule decreased their motivation. We expect that these differences are attributable to each participants personality, as described in (Sakamoto, et al., 2013). We found that introducing the reward-reduction rule would affect the participants for whom collecting virtual currency was important, but it would not affect the participants for whom the micro-tasks goals were most important. In terms of aging money rule, adopting the aging money model did not affect the motivation of some of the participants. Conversely, some of the participants said that they wanted to fund as much as possible, which increased the motivation for the mission investor. The comments from these participants showed that aging money encourages people to use their currency and to participate in the micro-task. From the experiment, we found that the aging money concept affected both positively and negatively. Regarding the positive aspect of the aging money, the participants felt the reality of the situation. The effect of reality is expected to be an important factor when designing services by adding gameful digital rhetoric to the use of information technologies. We describe the importance of the reality in Chapter 7. However, by adopting aging money, a participant felt that she was suffering a loss, which decreased her motivation. The information services should allow participants to enjoy achieving their micro-tasks. Furthermore, another problem of aging money is that the total amount of money in the community will decrease. Thus, designing the appropriate aging rate would be a key factor for leading people to enjoy their tasks. Unlike the real money, we can arrange virtual currency flexibly. It means that there are various ways of designing the economic rhetoric. We have to consider not only positive aspects of the rhetoric but also negative aspects of the rhetoric when we enhance the real world through gameful digital rhetoric. 98 | 5.6.3. Collectivist Crowdsourcing based on Gift Economy The second scenario uses the gift economy as the economic rhetoric and adds fictionality to encourage crowdsourcing activities to increase empathy and trust relationships among participants in a local community of Collectivist Crowdsourcing. As discussed, the first scenario may not work well when participants are not acquainted with each other. One enhancement is to replace strangers with favorite or empathetic virtual humans, which increases the likelihood of participation in crowdsourcing activities. As shown in Section 5.4.2, to make social influence effective, members in a local community should know each other. A virtual human gives a participant a valuable gift before asking him/her to contribute to crowdsourcing activities. In Japan, a beautiful imaginary girl named Bish jo is very popular (Galbraith, 2011); she is used both to offer agency and to increase empathy for daily goods to increase their ownership (Allison, 2006). We use Bish jo as a virtual human. Section 5.4.4 explains that incorporated fictionality is useful to overcome this issue in the real world. As shown in Section 5.4.7, to increase the meaningfulness of the effect, a virtual human should be a favorite of or empathetic to participants. To incorporate the narrative rhetoric, we decided to use a game as a gift from a virtual human; a narrative is described in the game. This means that participants can know the ideological message in the narrative while they play the game. As described in Section 5.4.5, it is possible to add various missions that make participants aware of the necessity to participate in their activities in the game. Recently, a game on a mobile phone has been very popular, and people try to play the game in their spare time. Thus, a game is a desirable good as a gift to convey the message to participants. This overcomes the difficulty of using the narrative rhetoric in our mobile-based approach. The other enhancement is to show the visual effect of participants current contributions towards the goal. This visualization significantly increases peoples willingness to contribute to crowdsourcing activities because goal setting becomes obvious when both the goal and the distance to the goal are clearly presented. As described in Section 5.4.6, the effect may not be linear according to a participants effort and in this case, there is no final goal. Thus, the scoreboard presents the total quantity for performing micro-tasks, along with their quantity in each week, month and year. Additionally, to increase participants curiosity about playing a game, we add the curious rhetoric. In this scenario, a game given as a gift is a simulation to visit beautiful cities and offers several choices for visiting one of the cities. This increases the participants curiosity, as described in Section 5.4.1. If participants are interested in visiting the city, their curiosity about playing the game is also increased. When completing a micro-task, a virtual stamp is shown on a shared table to notify participants of the completion of a contributed micro-task. As shown in Section 5.4.1, stimulative visuals are important for designing the curious rhetoric, but should not offer too much information for understanding the message. The following scenario presents how each stakeholder in Collectivist Crowdsourcing experiences his/her participation in and contribution to a micro-task, and Table 5.2 shows a list of micro-rhetoric used in the scenario. | 99 Tablee 5.2 A list oof Micro-Rheetoric in Scen nario 2 (1) T The sustainab ble environm ment is one off the most imp portant topiccs to discuss in modern society bbecause it wiill greatly inffluence futurre lifestyles. Rica wants to contributee to improvin ng the ccurrent situation and beegins to advoocate addresssing variou us environmeental probleems to oothers who livve in her cityy. (2) A As a small firrst step, she proposes p am micro-task to clean up a sh hared table aand asks otheers for thheir coopera ation in crow wdsourcing acctivities beca ause a smalll start is esseential to spreeading aawareness off the importa ance of helpiing improve the current situation. Shhe also show ws that ccompleting a micro-task is i one small ccontribution to achieving g the final gooal. (3) E Each task sup pporter is reepresented ass a Bish jo virtual idol that will parrticularly ressonate w with the poten ntial task perf rformer becaause all of thee participantss are fans off an anime in which thhe virtual ido ols grow with h each otherrs help. (4) E Each virtual idol i gives a game g as a gifft that involves exploring precious andd beautiful foreign fo ccities to all po otential task performers p bbecause youn ng people consider visitinng cities in foreign fo ccountries to be b one of thee most fun paastimes, and d those young g people connstitute most of the pparticipants in i Collectivisst Crowdsouurcing. They like to learn n about citiess that they will w be aable to visit in n the near fu uture. (5) O One potentiall task perform mer, Shouta, strongly favo ours the virtu ual idol Ai, w who represen nts one of the task sup pporters. Sho outa enjoys pplaying a gam me that Ai ga ave him on his is mobile pho one. In pparticular, the city explorred in the gaame is one th hat Shouta wants w to learrn more abou ut and vvisit in the neear future. Additionally, A Shouta feelss that the gifft is very pre recious becau use Ai ppersonally givves it to him. Whenever SShouta achievves a mission n in the game, e, Ai receives a new aaccessory, an nd she is glad d to collect m more accesso ories. Shouta a becomes veery happy beecause A Ai enjoys a co ollection of her h accessoriies. (6) W While Shouta a is playing the t game, Aii appears in the game an nd asks Shouuta to perforrm the m micro-task prroposed by Rica. R Shouta does not know Rica direectly; howevver, Ai tells Shouta S thhat Rica is a precious friend of Ai, caausing Shouta a to feel a seense of closenness to Rica. (7) SShouta perforrms the micro o-task and reeports its com mpletion to Ai, A and Ai app ppreciates Shoutas ef efforts. One of o Ais owneers also make kes a small contribution c to Collectiviist Crowdsou urcing 100 | activities. The persons scoreboard shows that his/her contribution advances the total one step toward its goal, which increases the possibility that people will participate in other Collectivist Crowdsourcing activities in the near future. (8) A shared table is now clean due to Shoutas efforts. Returning to the table, Rica is impressed with the work. She indicates that the group is one step closer to the goal and appreciates all who have helped her by displaying a virtual stamp on the table. The stamp shows a metaphor as a reminder the narrative in the game used as the gift. When finding the stamp on the clean table, all of the participants are reminded the narrative, which shows the importance of environmental sustainability that they learn while playing the game. In the above scenario, although the goal of a community is shown in a narrative presented in a game, the need to achieve the goal of Collectivist Crowdsourcing activities is not directly presented during the activities. Therefore, there is a possibility that some participants may not be aware of the need to improve the current situation if they do not play the game and do not understand the narrative presented in the game. In particular, organising and cleaning a shared table is not directly related to a sustainable society. Thus, it is not easy to discern the mere need to joint Collectivist Crowdsourcing. However, if the participants enjoy the sightseeing game, the possibility that they understand the need to achieve their common goal becomes high because the game enables them to consider its necessity reflectively. Finally, if the purpose of the narrative is education, this strategy does not create an enjoyable narrative. In the scenario presented in Section 5.6.2, we assume that the participants are members in the same community and that helping each other is essential in their daily life. Therefore, the social influence of reciprocity works well in the scenario without an extra mechanism to increase the influence of reciprocity. In the scenario in this section, some virtual goods and idols are introduced to address the shortcomings of the previous scenario. At first in the scenario, we assume that none of the participants knows any of the other participants, but that the participants will have favourable feelings toward virtual idols that represent other participants. Specifically, if a virtual idol appears on a popular television program, most of the participants will likely know the idols well, and some will feel strong positive feelings toward the idols. Additionally in this scenario, a virtual idol gives gifts to a participant before asking the participant to join to Collectivist Crowdsourcing, increasing the reciprocity effect to encourage participants to perform a proposed micro-task (Cialdini, 1987). We may also use a virtual idol that has some visual similarities to a participant. For example, when a virtual idols typical behavior closely resembles that of a participant, participant strongly empathises with the virtual idol. In this scenario, the virtual idol receives an accessory when a participant plays a game and completes a mission in that game. The design increases his/her willingness to play the game and it increases the possibility of understanding the need to participate in Collectivist Crowdsourcing activities. Conversely, in this scenario, the participant has already contributed to the virtual idol to obtain a new accessory. Thus, reciprocity for the idol has been satisfied, and the participant may feel that he/she does not need to return something more in exchange for the virtual idol. This may reduce the expected effect of the reciprocity in the scenario. | 101 It is challenging to add materiality to the virtual goods used in the scenario. In this scenario, we use a game as a gift for addressing the problem. The game explores a precious and beautiful city in which a player has a strong interest. While playing the game, he/she has an aesthetic experience, which is precious to him/her. In this scenario, the gift is a game rather than other digital items, such as virtual goods or virtual clothes. This fact has a strong impact on the players appreciation for the gift because the interaction with the game is a realistic and tangible experience for him/her. Similarly, the rarity of a gift has a strong influence on peoples behavior (Lehdonvirta & Castronova, 2014). That rarity significantly increases a sense of ownership. In this scenario, the empathetic virtual idol gives a gift to a participant. If he/she feels that the virtual idol is a very precious friend to him/her, the rarity of the gift is also increased. We also find some potential pitfalls by using the results of the experiments in Section 2.4.1 and Section 2.4.2. Six people (five males and one female) participated in the experiments and their ages ranged from 21 to 28. The experiment in Section 2.4.1 focuses on the narrative rhetoric and the experiment in Section 2.4.2 is related to the curious rhetoric, so these results are useful to consider more about the above scenario, whose key factors are the narrative rhetoric and the curious rhetoric. The experiment in Section 2.4.1 investigated a style of a narrative. The aim of the experiment was to investigate whether a narrative in a game has more of an effect than a narrative in traditional media, such as a book or a movie. In this experiment, each participant was presented with two types of narratives that were used in the two configurations. Both narratives represent the necessity of participating in collective action to achieve a sustainable society, but the manner of presenting the narratives is different. The first narrative provided the sentence from a third-person perspective that contains many general sentences. Conversely, the second narrative represented the sentences from the first-person perspective, with a style is typically used in a digital game. In addition, the second narrative expressed the influences of collective action with concrete roles or numbers. After the experiment, we asked opinions about the two configurations. All of the participants responded that the experiment with the second narrative motivated them more than the first narrative. We found that the style of narratives significantly affected human behavior, and some ideas from digital games are very useful in providing better narrative from the experiment. Specifically, a digital game typically uses the narrative from the first-person perspective, and both the curious rhetoric and the collective rhetoric can augment the narrative to present concrete information to complement the information presented in the narrative. The experiment in Section 2.4.2 was to investigate the effect of the favorite person/character. We compared the effect of a favorite person/character and a human stranger, and each participant experienced two configurations with a favorite person/character and a human stranger. In the experiment, we also investigated how a participant feels the rarity of a gift from one of those favorites. All of the participants responded that the experiment with a favorite person/character gave them more delight than an interaction with a stranger. With a favorite person/character, comments from 102 | all participants were positive. Conversely, when a stranger gave a gift to a participant, some comments contained negative words such as doubt or terrible. Although given a gift is the same in both configurations, the attitude of participants was largely different. It seems that the important factor to motivate people is not a mechanic such as a gift, but instead, the meaning attached to the mechanics. Focusing exclusively on the mechanics may create the danger of making a service meaningless. In addition, we suggest that making the relationship among friendly community members results in a better influence on the participants attitude and behavior because the empathetic human - even if virtual - causes participants to evoke a positive feeling about the experience. We can conclude that it is useful to create the story of gamified services through the narrative rhetoric with a first-person perspective and the empathetic object as the curious rhetoric. 5.7. Some Challenges in Designing Gameful Digital Rhetoric This section contains several discussions for the challenges in exploiting gameful digital rhetoric in the design of future crowdsourcing. 5.7.1. Cultural and Personal Diversity As described in (Jordan, 2002), the personal and cultural difference of each person affects his/her perceived value of a product and service. For example, one person may perceive value in jewellery, but another person may not enjoy this value. This means that each person may feel a different benefit on achieving the same goal. For example, in the second scenario described in Section 5.6.3, virtual idols and rare gifts are used to motivate participants. If the participants are interested in them, many will participate in Collectivist Crowdsourcing activities. However, the same benefit may not motivate some other participants, and each participant has a different personality and culture. Therefore, it is desirable to offer a variety of micro-tasks with different benefits in crowdsourcing activities. These facts also show that supporting multiple techniques to influence participants is important in attracting more participants to crowdsourcing activities. The common goal of collective action is achieved by respective participants through performing these different micro-tasks. As shown in (Midden, et al., 2011), using social facilitation or social loafing depends on a persons cultural background. In a collective culture, social facilitation works well, and social loafing becomes a more serious problem when designing social media. The success of MoboQ may thus operate differently in China, where these social incentives are more effective. Additionally, in crowdsourcing, a bias referred to as the liability of foreigners among international workers is reported, and there is a substantial regional unevenness in the workers who perform micro-tasks (Lehdonvirta, et al., 2014). 5.7.2. Incorporating Fictional Rhetoric into the Real World In the first scenario described in Section 5.6.2, virtual currency is used to fund people who perform micro-tasks. If the incorporated gameful digital rhetoric becomes more realistic, then the virtual economy will truly become part of our daily economy. For example, a participant may use | 103 his/her own money to buy something in a fictional world. This approach is useful to blend the real and fictional worlds because virtual currency used for crowdsourcing activities that are performed in the real world can also be affected in a fictional world. This potential creates a new possibility for proposing micro-tasks that can be performed in a fictional world. This approach blurs real and fictional micro-tasks, where fictional micro-tasks are used to motivate participants because fictional micro-tasks are more related to peoples favorite fictional narratives, and the necessity of Collectivist Crowdsourcing activities can be presented more clearly. The next challenge is to increase the sense of reality in gameful digital rhetoric embedded in the real world. When participants lose a sense of their reality, they cannot play a fictional role because they are aware that they remain inside the fictional world, which has no direct relationship to the real world. In Chapter 7, we develop several design patterns to increase a sense of reality when we incorporate gameful digital rhetoric with fictionality into the real world. For more effective gameful digital rhetoric, we need better fictional narratives to offer participants the opportunity to play more attractive roles. 5.7.3. Narratology versus Ludology As described in Section 5.4.4 and Section 5.4.5, there are two ways to embed narratives in crowdsourcing activities, and the scenarios described in Section 5.6 adopt different ways to embed narratives in Collectivist Crowdsourcing. In this section, we revisit some discussions between a narrative and a game, showing the trade-offs among them to convey the need to achieve participants common goal. During the last decade, there was an intense debate over narratology versus ludology (Frasca, 2003). The main point in the debate was how games convey narratives. In digital games, a player chooses his/her way by himself/herself. A player then creates his/her own narrative while playing the game, and a scenario writer must meet the challenge of writing a well-defined narrative. In a game, a player sometimes determines the conclusion of the narrative. However, when a narrative is used to increase a players activism, he/she must follow the narrative as defined by the writer. One of the games essential properties is the agency property; however, it is difficult for a traditional narrative to offer this property in a predefined narrative because it is difficult for a player to become one of the characters presented in the narrative (Frasca, 2003). Currently, a participant can behave in a way that violates the narrative, in which case other participants cannot follow that narrative. A puppet master is introduced in an alternate reality game (ARG) (McGonigal, 2011) (Szulborski, 2005) or a game master is introduced in a tabletop role-playing game (TRPG) such as Dungeons & Dragons 66 for this reason - to coordinate all of the participants so that they can follow the defined narrative. Another approach is to offer a meta-story in which a player feels the agency property, although the property is only an illusion (Azuma, 2007). We believe that this is an interesting approach to solving the problem of incorporating a fictional narrative into crowdsourcing for collective action. 66 http://dnd.wizards.com/ 104 | One of the important tensions between a narrative and a game is that each approach uses a different way of offering people a flow condition. During flow, people typically experience deep enjoyment, creativity, and total involvement with life (Csikszentmihalyi, 1997). While playing a game, peoples physical action is a source of a flow condition, and offering an extreme flow condition is one of the typical goals of well-designed games. However, people focus more on thinking and understanding a narrative while reading it. To understand an ideology behind a narrative, a digital game may not be an ideal medium because human actions sometimes obstruct peoples deep thought. More specifically, during flow, people think only about strategies to achieve a games goal instead of about the philosophy behind the game. In a typical game, the focus is to offer the agency property to offer deep experiences on participants to the game (Jull, 2005). However, if we want to include a deep narrative to make participants understand why they must be activists to achieve a goal, they must stop their actions and have time either to think about or to understand the reason deeply, which may obstruct the flow in game play. Transmedia storytelling offers a promising approach to solve the issue by integrating different media that focus on respective two aspects. 5.7.4. Practical Issues Lancers67, which is similar to oDesk68, is a popular crowdsourcing infrastructure in Japan. People can submit any work to outsource their work to others, who may have more skills. This type of crowdsourcing presents the possibility of dramatically changing our working style (Howe, 2008). However, observing a variety of the reputations posted on Web teaches us several potential pitfalls of crowdsourcing when its scope is expanded to support more complex tasks. For example, one serious claim described on the Web is the specification of a task as very vague so that it is difficult to estimate the real cost of performing the task. Another claim relates to the price of performing task. Typical users requesting a new task set a low price, which usually is too low for most of the people who would perform it. More specifically, to make our approach more practical, a micro-task specification must be investigated. Human beings are wildly irrational (Kahneman, 2011) (McGonigal, 2013). For example, the time-discounting effect encompasses any reasons for caring less about a future consequence, including factors that diminish the expected benefit generated by a future consequence. Such inter-temporal choices involve decisions about trade-offs among costs and benefits that occur at different times, which affect not only an individuals health, wealth, and happiness but also the economic prosperity of collective human like a nation. These factors have strong influences on human behavior and obstruct the achievement of desirable goals to solve collective action problems. As described in (McGonigal, 2013), the willpower instinct focuses on self-control, motivation, procrastination, and how to overcome challenges to create desirable habits. Providing proper influence is a first step for human coordination, but we still must investigate these above factors to engage in practical crowdsourcing. 67 http://www.lancers.jp/ 68 https://www.odesk.com/ | 105 5.7.5. Ethical Issues In the current discussion, we did not consider malicious people who want to cheat other persons, most are basically polite. In this chapter, our focus is to use various techniques for influencing human behavior to navigate crowdsourcing activities, not exclusively monetary rewards. Our society has developed many useful techniques to protect us from malicious uses of real money, but it may be dangerous if malicious people can easily influence others. In particular, our approach focuses on navigating collective human behavior and the possibility of either controlling people towards an inclined and extreme opinion or making them panic should be carefully considered. In particular, our thinking easily tends to be biased (Kahneman, 2011) and to be unconsciously socially influenced (Cialdini, 1987). To expand the scope of crowdsourcing, the issues should be carefully investigated as future research. The currently available technologies are not yet adequately mature enough to fully realize the scenarios described in Section 5.6 because it is difficult to offer completely immersive experiences that allow participants to be motivated to join Collectivist Crowdsourcing activities. Future technological progress will seamlessly blend gameful digital rhetoric in the real world. At that time, a participant may not be aware of the boundary between reality and fiction. However, this seamless blending will create new ethical issues. Additionally, this approach offers a way to consider our future society. For example, what should our government do? What is our desirable lifestyle? What is our future work style? These issues must be tackled to permit our approach to be used as a dependable dairy infrastructure. 5.8. Conclusion and Future Directions The chapter investigated how to design collective human behavior in crowdsourcing. The first contribution of the chapter was to present seven insights, including how to design human motivation for coordinating and gamifying collective human behavior, which is extracted from our experiences with our three case studies. The second contribution is to propose the Rhetoric-based Design Framework, in which the framework offers five types of rhetoric to design gameful digital rhetoric for influencing and motivating human behavior. Next, we presented Collectivist Crowdsourcing, which shows how to design and analyze community-based mobile crowdsourcing with the Rhetoric-based Design Framework. We developed two scenarios to enhance the basic design with our rhetoric, and discussed their potential pitfalls. The discussions contain much useful know-how to expand the scope of future crowdsourcing. We believe that crowdsourcing will be evolved as important information infrastructures to make our daily life more meaningful and sustainable. 106 | | 107 Chapter 6 Value-based Design Framework 6.1. Introduction This chapter focuses on the intelligent artifacts enhanced by virtuality and fictionality to influence human attitude and behavior69. The first topic is to present the Value-based Design Framework which enhances the GamiValue Model proposed in Chapter 2 to navigate human behavior in the real world. The framework consists of six types of values and each value is extracted based on multidisciplinary literature surveys and our experience with three case studies: Augmented TCG, Augmented Go, and Virtual Aquarium. We have already introduced Augmented TCG in Chapter 4, so we show an overview of Augmented Go and Virtual Aquarium in this chapter. We describe that each value matches with various theories in the area of psychology, sociology, cultural studies and so on. The second topic is how to apply the Value-based Design Framework to analyze the values of digital-physical hybrid artifacts. We show design implications to apply the Value-based Design Framework to analyze and enhance intelligent artifacts. Our experience suggests that incorporating virtuality and fictionality is a promising direction for designing intelligent artifacts to influence peoples behavior. 6.2. Digital-Physical Hybrid Gameful Artifacts Currently, products quality is not the most important reason for many of us to buy the products. For example, new furniture and fashion goods attract us every year, but they do not become commodities sold at cheaper prices over time. Focusing on creating advances in customer value can make competition irrelevant by opening entirely new markets (Mauborgne & Kim, 2005). Additionally, a significant value offering for users distinguishes breakthrough products from their competitive followers (Cagan & Vogel, 2002). In particular, prices for such high-value products 69 This chapter is based on the following paper: Mizuki Sakamoto, Tatsuo Nakajima, Todorka Alexandrova: Enhancing Values through Virtuality for Intelligent Artifacts that Influence Human Attitude and Behavior, International Journal of Multimedia tools and applications, Sep. 2014. 108 | are kept high by offering a sense of preciousness. Digital technologies have been effective in making digital objects common commodities and, consequently, lowering their prices. These technologies are also effective for adding value to products or services by incorporating virtuality. Embodied interaction technologies make it possible to enhance our physical artifacts with virtuality. The various displays and projectors already embedded into artifacts allow us to attach an information layer to them. The information layer shows dynamically generated visual expressions representing virtual objects and creatures that provoke a user to associate additional values with the artifacts and that enables him/her to consider the artifacts to be more attractive (Nakajima & Lehdonvirta, 2013) (Yamabe & Nakajima, 2013). Typically, projecting some information on a physical artifact or adding a display to show visual expressions offers computational visual forms on the existing artifacts. We call the information layer that incorporates virtuality into physical artifacts virtual forms. Technologies now have become mature enough to realize virtual forms. Sensors retrieve information about the real world, and virtual forms reflect what happens in the real world, offering more values to a user. For example, AwareMirror (Fujinami, et al., 2005) adds an information layer to a traditional mirror. The information layer helps a users decision making or influences his/her attitude and behavior. It is also important to maintain the functionality of the existing artifacts even when virtual forms are introduced. Using virtual forms is a promising way to enhance the artifacts that surround us and to make our daily life richer and more enjoyable because increasing daily pleasure is one of the most important social issues to be considered in our society. The focus of this chapter is to design and analysis of intelligent artifacts augmented with virtual forms that influence human behavior by incorporating virtuality in virtual forms. Some concepts from games have proven useful in designing for non-entertainment purposes and to alter human attitude and behavior, as described in Chapter 1. The concept is to use games power to encourage human activities in daily life and business. These games power have been developed effective virtuality to influence people and we suggest some ways to develop intelligent artifacts that harmoniously integrate virtual forms into them by enhancing their values. We call physical intelligent artifacts enhanced with virtual forms that influence human behavior and offer ludic interaction with people through virtual forms DPHG artifacts, where DPHG stands for Digital-Physical Hybrid Gameful. Mona Lisa Bookshelf (Nakajima & Lehdonvirta, 2013), Augmented Calligraphy (Yamabe & Nakajima, 2013) and Sentient Cradle (Kawsar, et al., 2005) are examples of DPHG artifacts. Mona Lisa Bookshelf reflects the current situation of a bookshelf as a Mona Lisa picture. Augmented Caligraphy adds playful visual and sound feedback to a paper for calligraphy. Sentient Cradle notifies a receipt of a phone call as the movement of a doll. Although DPHG artifacts offer a variety of promising directions, how to harmoniously design a virtualized real world with DPHG artifacts remains an important and challenging issue. As shown in (Andenne, et al., 2009) (Dunne & Raby, 2013), the authors claim that a better framework can be developed through experience-developing case studies. To suggest some clues for solving this problem, we develop three case studies and introduce a framework for the design and analysis of DPHG artifacts. We also present some useful design implications from our experiences with them that enhance their values through virtuality. | 109 We present two issues for developing DPHG artifacts. The first issue is to propose the Value-based Design Framework, an design and analysis tool for developing better DPHG artifacts. Using values has recently been recognized as an important design approach for developing desirable information services (Boztepe, 2007) (Cockton, 2006) (Friedman, et al., 2006). We extracted six values from our experience with developing three case studies and show evidence of the effectiveness of values from psychology, sociology, cultural studies and so on. Values are especially useful when multiple persons analyze DPHG artifacts. As shown in the analysis presented in Section 6.5, values can be considered to be frames for discussing and gathering opinions from different users; these opinions will be able to be effectively used to enhance DPHG artifacts to satisfy more users because different people with different personalities may have different preferences, as shown in (Sakamoto, et al., 2013). The second issue is adding fictionality to DPHG artifacts. Fictionality represents something that cannot exist in the real world but that enables virtual forms to express more intuitive meaning than can something that exists in the real world. Fictionality facilitates embedding ideological messages in virtual forms to influence human attitude and behavior (Sakamoto, et al., 2013) (Sakamoto & Nakajima, 2014)because more vivid and exaggerated expressions that are physically impossible can be used. From our experience with adding fictionality in our case study, we suggest that a transmedia storytelling is a promising infrastructure for seamlessly integrating fictionality into DPHG artifacts. We also present some design implications for incorporating fictionality into the real world and how the proposed values are used for developing DPHG artifacts that influence human behavior and how ideological messages are included. 6.3. Case Studies of DPHG Artifacts Incorporating Virtual Forms This section presents an overviews of our case studies of DPHG artifacts that incorporate virtual forms to make them more attractive. We develop the Value-based Design Framework based on our experience with three case studies: Augmented TCG, Augmented Go, and Virtual Aquarium. We have already introduced Augmented TCG in Chapter 4, so we show an overview of Augmented Go and Virtual Aquarium in this section. 6.3.1. Playful Augmented Training System: Augmented Go70 Go is a traditional board game for two players. The goal is to occupy a larger area of the board than the other player. Black and white stones are used to control the territory; a board with a grid of 19x19 lines is used as the game field. The rules of Go are relatively simple, but the underlying strategies are extremely complex and rich. As in chess and reversi, numerous strategies have been invented to reduce the complexity, but studying these strategies requires the player to actually understand the strategic concepts. Thus, it takes a long time for a beginner to play well with an experienced player and to feel pleasure during the play. Augmented Go, which is a playful 70 This section summarizes the paper entitled Playful Training with Augmented Reality Games: Case Studies toward Reality-Oriented System Design (Yamabe & Nakajima, 2013) 110 | augm mented trainin ng systems, supports s seveeral gaming modes to plaay a game (Iw wata, et al., 2011). 2 The ggoal of Augm mented Go iss to offer useeful informattion to beginn ners withoutt extra interaactions and inntrusive dev vices, as show wn in Figure 6.1. A virtual form in Augmented G Go is superim mposed onto the real Go board. Proaactive feedbaack informattion is offered visually bby superimp posing guidaance informaation onto th he Go board via projecto or. A Web caamera connec ected to a personal compputer is used to detect thee position of each Go ston ne. Figure 6.1 6 An Oveerview of Au ugmented Go System The D DPHG artifa fact supports several gam ming modes. As shown in i Figure 6.22 (a), playerrs can interaact with the DPHG D artifa fact by placinng Go stoness on a menu that is projeected onto a board. b Here,, we briefly explain e somee of the modees and how players p interaact with Auggmented Go. Figure 6.2 6 Proactive Informattion Feedba ack in the Au ugmented G Go System Norm mal Play mo ode: The norrmal play m mode is the basic form off the Go auggmentation. In I this modee, two playerrs play Go as a usual, butt useful information is projected p on the board to o help beginnners recogniize the situattion and makke better deccisions. The rules r of Go aare simple, but b the vast nnumber of possible p mov ves in each turn makes it hard for beginners too make deciisions. Moreeover, on thee large 19x19 board, begginners tend d to concentrrate on locallized fighting g in a narroow region an nd lose the big b picture. It is difficu ult to recognize invaded areas becau use an invassion process progresses gradually g as nnew stones are a put on thee board. Reccognizing thee links betweeen the Go sttones is impo ortant to cho osing good offense o and defense d strateegies, but doing so | 111 requires some skill. Besides, th he normal pllay mode visu ualizes the sttrength of link nks between the t Go stonees. As shown n in Figure 6..2 (b), same--colored ston nes are conneected with linnes. If a dang gerous situattion occurs somewhere on the board, an alert appeears to warn the players tto avoid losin ng the area. The sequencce of stone moves m is also rrecorded in the t database, which faciliitates replaying the gamee for self-training. Replay ying allows uus to review and a analyze the play by llater projectin ng the stonees on the board. Tsum mego mode: Tsumego is a type of exeercise where the player iss given a gam me board situ uation. The aaim is to find d the best seq quence of stoone placemen nts in a given n board situat ation. In this mode, m the poositions of th he stones are visualized oon the board. Players can try differentt moves by placing stonees on the boaard, with resu ults and com mments explaaining important points ddisplayed as visual feedbback, as show wn in Figuree 6.2 (c). Thhe Tsumego mode preparres questionss for a player with differrent skill levels, and the level l of diffiiculty can be selected in the t menu, ass shown in Figure F 6.2 (dd). 6.3.2. 6 Persuasive Amb bient Mirror: Virtuall Aquarium m71 Virtuaal Aquarium m is a persuasive ambient mirror that has h the objecttive of improoving users dental hygieene by promo oting correctt tooth brushiing habits (N Nakajima & Lehdonvirta, L , 2013). It is set up in thee lavatory, wh here it turns a mirror intoo a simulated aquarium as shown in Fiigure 6.3. A virtual v form in Virtual Aq quarium represents an aqquarium locaated in the laavatory, and tthe form refllects a userss tooth brusshing behaviior. Fish liviing in the aquarium a aree affected byy the users tooth brushhing activity. If users brussh their teethh properly, the fish prospeer and procreeate. If not, th he fish becom me unhealthy y and may ev ven perish. Figuree 6.3 71 An O Overview of Virtual Aqu uarium Thiis section sum mmarizes the paper entitledd Designing Motivation Ussing Persuasivve Ambient Mirrors M (Naakajima & Lehddonvirta, 2013)) 112 | In thiis DPHG arttifact, we usee a 3-axis acccelerometer sensor s that is attached to eeach toothbrrush in a hoousehold. A user brush hes his/her teeth in frront of the virtual aquuarium usin ng the sensoor-equipped toothbrush. t Tooth T brushinng patterns arre recognized d by analyzinng the acceleeration data. The toothbru ush is able to o observe ppassively ho ow the user brushes his/heer teeth; this is the only interaction needed n to usee this DPHG G artifact. As shhown in Figu ure 6.4 (a) and d (b), when a user beginss to brush his//her teeth, a sscrubber insiide the aquarrium starts cleaning c the algae off th the aquarium ms wall. At the same tiime, a set of o fish assocciated with th he user starts moving in the aquarium m in a playfful manner. W When the user has brushhed his/her teeeth for a su ufficient periiod, the scru ubber finishees cleaning aand the fish dance becom mes even mo ore elegant. When W the useer finishes bru ushing, the fish f end theirr dance and reesume their normal activities. Both the activitiees of the fissh and the movement m off the scrubber are desiggned to give the user hintts regarding the correct method m of to ooth brushingg. However, if the user does not bru ush his/her teeth t sufficieently, the aq quarium beco omes dirty aand the fish in the aquarrium become sick. The feedback innformation is i returned immediately i according to t the moveement of the users toothb brush. Figu ure 6.4 Pro oactive Inforrmation Feeedback in Viirtual Aquarrium The hhealth of the fish is visibly y affected byy how clean th he aquarium is. If the useer neglects to brush his/heer teeth prop perly, the heaalth of the fissh worsens. In I contrast, faithful f brushhing may ressult in the fish laying egg gs, as shown in Figure 6.44 (c). At firstt, the eggs aree not very likkely to hatch.. If the user ccontinues to brush consisstently for a number of days, d the incu ubation ratio increases an nd the | 113 eggs are hatched, as shown in Figure 6.4 (d). This way, the long-term accumulated feedback gives clues to the correct behavior and attempts to maintain motivation over a longer period. When designing this DPHG artifact, we considered the association between a users healthy lifestyle and the cleanliness of the aquarium. Our design takes into account the fact that people usually feel empathy for virtual creatures (Reeves & Nass, 1996). In our daily life, a mirror reflects our appearance and allows us to know whether we look good or not, whether our makeup and clothes fit or not and so on; it has the power to make what is invisible about us visible. Virtual Aquarium is a new type of mirror that reflects a users current state, encourages him/her to change his/her behavior and motivates desirable lifestyle. 6.4. Value-based Design Framework for Analyzing DPHG Artifacts In this section, we extract six values based on our experience with the design and use of the three case studies. The framework containing the values is called the Value-based Design Framework. We mainly focus on the experience that provides us some understanding of how to integrate virtual forms into physical artifacts; we increase the artifacts values without losing the users reality, even when the artifacts incorporate virtuality. This section also presents some evidence from psychology, sociology and cultural studies to validate the effectiveness of the proposed values. 6.4.1. Semiotics of Virtual Forms The meaning of the virtual forms should be easily understood by a user. Designing them is the process of defining the meaning of artifacts (Krippendorff, 2005). The meaning should be understood by a user with little additional training or information; i.e., the meaning should be defined in our daily culture and should not be ambiguous because ambiguity may lead a user to an unexpected interpretation of the virtual form (Suri, 2005). When additional instructions on the usage of the virtual forms are needed, they should be sufficiently simple that the user can understand them completely with little effort. It is unwise to assume that the user will read a manual. One solution to this problem is to use metaphors. Understanding a metaphor relies on the users prior knowledge. If the user has been acquainted with similar information in the past, the user can learn the meaning of a new virtual form through usage of an appropriate metaphor. A metaphor does not require too much information to make a better decision. For example, in Virtual Aquarium, the cleanliness of the aquarium is a metaphor for the cleanliness of the users teeth. Additionally, Augmented TCGs special effects surrounding the battlefield become metaphors to show the will and strength of the virtual characters drawn on the trading cards. Another solution is to use affordance. In Augmented Go, a player chooses a command to the system by putting a Go stone on a circle projected on the Go board. In this case, accurately identifying commands is important because a user cannot distinguish misunderstanding of the offered affordance from an inability to recognize commands. The feedforward information offered to a user teaches how he/she should behave with artifacts (Djajadiningrat, et al., 2002) (Lockton, et al., 2010). If the feedforward information can offer the correct meaning of the artifacts, then the user can use them correctly. 114 | Users, however, sometimes misunderstand the meaning of the virtual forms, and this is one of the dangers of relying on metaphors and affordance. Users may find unintended meanings in a virtual form. For example, if a supposedly unattractive picture is used to discourage undesirable behavior, that picture may actually have the opposite effect on an avant-garde or ironic art consumer. The way a picture is understood by users strongly depends on the cultures and personalities of the users. Therefore, it is not easy for a designer to attach a single meaning to a specific expression for all people. The interpretation of the expression could be left to the user. This open interpretation (Sengers & Gaver, 2006) allows the user to feel pleasure or positive surprise on one hand, but on the other hand, it is not easy to predict the effect of the interpretation by the user in a controllable way. Presentation of the information according to a users current attitude and behavior is a key issue for representing the values described in Section 6.4.2. The information may appear in an ambient way. For example, as shown in this section, a metaphor is a useful tool for that purpose. Visual information representing a metaphor should be tangibly manipulated to present more detailed information (Ishii & Ullmer, 1997). One solution is to offer a visual expression that offers an affordance presenting more detailed information by opening the visual expression. The solution was proposed in AwareMirror (Fujinami, et al., 2005) for maintaining the balance between ambient abstract information and textual concrete information in intelligent daily artifacts. After a user chooses a visual expression, detailed and concrete information appears on a visual form for the user to make a better decision. This style of information design is effective in showing information when designing DPHG artifacts for naturally integrating information into the artifacts. A skillful user chooses several necessary abstract pieces of information and opens the information to show information that is more detailed. 6.4.2. Six Values Extracted from Three Case Studies The six values introduced in this section are evolved from the pleasure framework proposed in (Jordan, 2002) and the incentive framework presented in (Nakajima & Lehdonvirta, 2013). We enhanced these frameworks based on our experience with the case studies and from the semiotic aspect (Krippendorff, 2005) to focus on the meaning of DPHG artifacts when virtuality is introduced. Empathic Value: Using an empathetic form is an effective way to evoke a users emotions. Empathy is a strong social incentive to feel values on a virtual form. Empathy engages the user to feel close to the empathetic form. Virtual pets are a typical example of an empathic form; they are very popular in many information services. Social robot pets also make our daily life happier. The pets evoke the users empathetic emotion and encourage him/her to change undesirable behavior caused by negative emotions. The emotional impact is very effective in making the user keep his/her desirable habits. One interesting theoretical result is the media equation (Reeves & Nass, 1996). A user feels empathy for even non-living things such as a personal computer. This result shows that there is a possibility of using various expressions or products that do not represent living or animated characters. When the user considers that something expressed by information services has a personality, the user feels empathy. The product attachment theory (Mugge, et al., 2007) explains why people like customized things more than uncustomized things. If the | 115 personality fits the users personality or he/she feels altruism toward the personality, he/she feels a close relationship with customized things. Therefore, designing a good and appropriate personality is an important topic when designing DPHG artifacts. In Virtual Aquarium, fish in the virtual aquarium evoke the users emotion. In this case, an important design issue is to synchronize the current situation of the virtual fish with the users tooth brushing practice. In Augmented TCG, the virtual character representing the opponent player has a strong impact on the players feelings during the game play. If a player has a good feeling about the virtual character, the player tends to enjoy the game sincerely, even if he/she does not know the real opponent well. Physical artifacts tend to be used for a longer time if the user feels empathy for them (Mugge, et al., 2007). However, it is not easy to offer empathetic experiences to users. One promising way to solve the problem is to make it possible for a user to customize his/her own experience. For example, decorating a mobile phone is very typical for Japanese people, making it unique and differentiating it from others phones. It is also very typical for people to customize their avatars in online games by changing their avatars accessories, clothes, shoes, and hairstyles, even if doing so involves paying extra money. Persuasive Value: An effective and easy way to alter a users behavior is to offer proper feedback information according to the users current situation (Fogg, 2002). When the users behavior is the desirable one, a positive expression is returned as feedback, but if he/she behaves in an undesired manner, a negative expression is returned as feedback. However, the feedback information needs to be synchronized with the users real world situation to make them feel a sense of reality. For example, in Virtual Aquarium, the cleanness of a users teeth is synchronized with the cleanliness of the aquarium. The transtheoretical model defines a five-stage process involving the progress to change a users undesirable behavior (Prochaska & Velicer, 1997). The model is useful to incorporate the persuasive value in DPHG artifacts and to construct a users intrinsic motivation by noticing the importance of the ideological value incorporated in DPHG artifacts. The returned feedback information needs to be changed according to the current stage of the users thinking, skills and knowledge. In earlier stages, the user prefers emotional reinforcement not to give up his/her current efforts. On the other hand, for the user who is in a nearly final stage, enough information to make a better decision through rational thinking is more suitable. Designing emotional incentives is an important aspect of offering the persuasive value on a virtual form. Positive stimuli are effective in early stages, but in later stages, negative stimuli are desirable because thinking rationally is difficult when users are in a positive mood; they tend to think more rationally when they are in a negative mood (Schwarz & Clore, 1996). Virtual Aquarium provides positive stimuli when the users current behavior is desirable, but a negative stimulus is returned when he/she behaves undesirably. One important finding is that a negative stimulus alone is not effective because the user becomes rational, and he/she considers the effectiveness of his/her behavior (Nakajima & Lehdonvirta, 2013). He/she needs enough information to think about the importance of the activity and its goal in a rational way. When rational decision-making is important, it is desirable not to evoke a users positive emotion too much. It may lead to heuristic thinking that leads to a wrong decision. Similarly, in Augmented Go, 116 | the projected information on the real Go board is useful to make a better decision, but it does not offer an emotional stimulus to encourage a beginner to play the game by encouraging a users rational thinking. This fact is important when designing a DPHG artifact for a game. A game usually evokes a users deep emotion, but it may not be better to win the game without rational thinking. A beginner may not have an interest in continuing to use DPHG artifacts over a period of time. In particular, if the activity to use the DPHG artifact requires additional effort, it is not easy to continue the activity until better habits are built because curiosity does not motivate as much as does the exertion of extra effort demotivates. Even when offering enough stimuli, a user may get bored after the same stimulus is received over time because the stimulus itself cannot be strengthened infinitely. This is one reason why most people quickly give up many interesting activities. Thus, it is important to offer extra motivation like joy, comfort or reward in the early stages of an endeavor. For example, Virtual Aquarium offers a positive emotional stimulus to a user to continue to brush his/her teeth. Similarly, Augmented TCG offers special effects on the trading cards to encourage joyful play. In the next stage, self-efficacy is the key to success. A user feels self-efficacy when he/she has enough confidence to continue the target activity. The confidence comes from the evidence that he/she has the ability to do the activity well; therefore, the user needs to be offered information showing such evidence. To move to a later stage, the user needs to perceive self-efficacy to increase the intrinsic motivation. However, because positive thinking is necessary to grow the users self-efficacy (Fredrickson, 2009), it is essential not to offer too many negative stimuli to maintain a users positive thinking and to offer enough information to think rationally enough to notice the importance of the ideological messages incorporated in the DPHG artifacts. Informative Value: The informative value is useful for offering information to a user for him/her to make a better decision. Proper decision-making support is very important (Kahneman, 2011) (Thaler & Sunstein, 2009); thus, the informative value should be incorporated in various future DPHG artifacts using virtual forms. In Augmented Go, extra information is projected on the physical GO board. The user can still use normal stones and a board without attaching any artificial objects such as visual tags. Additionally, the user does not need to be equipped with special devices such as a head-mounted display. Projecting information directly on the GO board is useful for avoiding the fragmentation of a users attention. While doing Tsumego, a user needs to look at a book. This forces users to look at the GO board and a book alternately, preventing them from concentrating on learning the strategies of the GO play. For designing the informative value, it is important to consider how much information is necessary to make better decisions (Todd, 2007). If hidden information becomes explicitly visible for a user, his/her decision-making will become more rational, counteracting biases that may creep into his/her decision-making processes. For attaching the informative value, how to offer the nudge, which becomes hints to make a users rational decisions, is an important design decision (Thaler & Sunstein, 2009). If proper information is not given, a user may become more confused; in such a case, making a rational decision is difficult. | 117 For example, if there are too many choices, a user tends not to choose at all (Schwartz, 2003). A large amount of information also requires heavy cognitive effort, and so it is important not to give too much information when asking for a decision. Additionally, too much information is neither effective nor helpful for assisting a user to think rationally. In some cases, heuristics are dangerous and lead to mistakes in decision-making (Kahneman, 2011); the bias in heuristic thinking may cause the user to make a wrong decision. Heuristics, however, are necessary to make better decisions from among many choices within a reasonable time; the amount of information should be carefully designed for better decision making. Smart artifacts (Fujinami & Nakajima, 2005) (Kawsar, et al., 2005) have been developed to embed computing technologies into daily artifacts such as chairs and clothes. The key technical issue for developing this technology is the ability to sense immersively our daily environment by using multiple smart artifacts and to offer context-aware information to people (Kawsar, et al., 2008). The smart artifacts are deployed everywhere in our environment and connected by a network. Tangible bits (Ishii & Ullmer, 1997) and slow technologies (Hallnäs & Redström, 2001) are technologies that materialize information in the virtual world. In particular, slow technologies that offer information are naturally harmonized in the real world. These approaches are appropriate to offer the informative value to the DPHG artifacts because the information is seamlessly integrated into intelligent artifacts. Economic Value: Not surprisingly, we also found that economic values are a powerful technique for motivating people to influence their attitude and behavior. An economic value is a tangible reward that users consider valuable, but it is not necessarily actual money or goods. In online games, millions of players work hard to obtain rare and valuable virtual goods, and these players even trade these goods for real money at a rate of three billion dollars per year (Lehdonvirta & Ernkvist, 2011). Lehdonvirta proposed three attributes that make virtual items valuable in a game (Lehdonvirta, 2009). The first attribute is a functional attribute consisting of two categories: performance and functionality. Performance is the skill to play a game well, and functionality of the equipment increases the possibility of winning the game. The second attribute is the hedonic attribute. This attribute consists of six categories: visual appearance and sounds, background fiction, provenance, customizability, cultural references, and branding. The hedonic attribute offers value to satisfy a users emotional desire. The third attribute is the social attribute. This attribute consists of one category: rarity. This value is strongly associated with the ability to distinguish a group of owners from non-owners. The above attributes are made effective by providing the economic value to virtual forms by making the items with the attributes shown in the forms exchangeable with other people. Adding the economic value in our case studies is a very important issue. In Virtual Aquarium, we can buy fish and plants for the aquarium. If a user becomes sick, he/she may not brush his/her teeth properly; this would make the fish ill. The user may feel helplessness and hopelessness about using Virtual Aquarium if there is no way to solve such problems. If a user can use virtual currency and buy medicine for the fish, it will motivate him/her to continue using Virtual Aquarium. In Augmented Go, it is useful for a user to buy more Tsumego patterns to improve 118 | his/her skills or to buy new software to analyze his/her current play in detail and to advise him/her better ways to play in future Go games. In Augmented TCG, a player can buy a new trading card and strengthen his/her current card deck. It is also possible to buy a new virtual character and a new pattern to add special effects to the virtual trading cards. There are different virtual currency systems in many online services. In each service, a different virtual currency is defined. For example, as described in Section 3.2.2, aging money that gradually reduces in value if a user keeps it in his/her wallet is adopted to encourage human activities in social media. One of the most interesting issues is the exchange of the virtual and real currencies. The exchange rate between the virtual and real currencies may change according to the value of the virtual currency. This means that the value of the virtual currency decreases if trust in the virtual currency decreases (Lehdonvirta, 2009). We believe that the economic value will change the understanding and the attitude toward the virtual and real currency and will be useful for the design of a money system that uses virtual currency in a more effective way. Although the economic value is a powerful tool for motivating desirable behavior, it may lead to unpredictable results if not used carefully (Kahneman, 2011). One additional effect that could be utilized is reciprocity, or the desire to reciprocate gifts and favors received from others. Virtual gifts are frequently exchanged in online games, strengthening the relationships between users. If the virtual gifts are attractive, the owner feel strong sense of ownership, which increases the economic value. Aesthetic Value: Aesthetics is a branch of philosophy dealing with the nature of art, beauty, and taste and with the creation and appreciation of beauty. Aesthetics is an important factor for making daily artifacts more attractive. For example, Japanese traditional folk craft represents the aesthetic value (Hara, 2011), and this value is always very important to improving our quality of life. In the proposed framework, our discussion is based on a pragmatic approach to aesthetics represented by Dewey (Dewey, 2005). Dewey insists that art and its aesthetic aspect cannot be understood without complete appreciation of their social and historical factors. For example, the light is not aesthetic in itself but rather the aesthetic light is a consequence of the social and historical appreciation of the material, and the forms. The meaning is constructed socially, thus in the social and historical perspective, the meaning is augmented and changed. Human ability to engage in an aesthetic experience is based on their social context, manifested in a personal intellectual and physical experience. The approach is suitable for our conceptualization to discuss values by multiple participants. In Virtual Aquarium, because an aquarium is installed in the lavatory at home, it should not spoil the appearance of the lavatory. In particular, if DPHG artifacts are used in our daily life, the aesthetic value becomes essential for acceptance of the artifacts in our daily environment. Virtual forms offer a new possibility for developing intelligent artifacts because their appearance can be dynamically changed according to the current situation. Future clothes will contain types of virtual forms and change their appearance (Dunne, 2010). Chalayan72, a fashion designer, has 72 http://www.artandsciencejournal.com/post/44792197338/technology-meets-fashion-meets-art-the-beautiful | 119 explored the issue of harmonizing art and fashion by embedding information technologies, including retractable skirts, half-dome lighted hats and a literal showstopper of a dress. Bogost claims that procedural rhetoric offers a powerful persuasion effect (Bogost, et al., 2010). Thus, the approach of embedding procedurality into the aesthetic value can also be used to increase the persuasive value rather than solely the aesthetic value. Dunne and Raby have developed aesthetic electrical products and has shown how technologies can enhance DPHG artifacts in the future (Dunne & Raby, 2013). From the point of view of interaction design, virtual forms will enhance the interactivity of physical intelligent artifacts. The aesthetic value also plays an important role when designing interaction (Petersen, et al., 2004). In Augmented Go and Augmented TCG, the interaction between human and virtual forms needs to be playful to enhance the players experience. The playful aspects are strongly related to the aesthetic interaction offered in the DPHG artifacts. The tangible aspects of the DPHG artifacts are also important to increasing the aesthetic value in the interaction between humans and the DPHG artifacts because people usually impute more values to authentic artifacts than to virtual artifacts. For example, in Augmented Go, the sound when putting a Go stone on the real Go board enhances its aesthetic interaction. Additionally, in Augmented TCG, the tangibility of trading cards increases a desire to collect cards because a sense of the ownership of the cards encourages people to preserve the cards more carefully (Sakamoto, et al., 2013). This aspect increases the aesthetic interaction with the trading cards. Ideological Value: What is here referred to as the ideological value is the notion of influencing users behavior through influencing their attitudes and values; in other words, educating the users on a deeper level. Attitudes and values influence users behavior in the long term. The ideological value makes it possible to motivate the user by himself/herself. A user with higher ideological value has a belief called self-efficacy that makes him/her believe that he is able to achieve his/her goal. In our current case studies, we choose simple metaphors that could easily be understood by the user, but the metaphors have a shallow effect on the understanding of the importance of maintaining a desirable lifestyle. The ideological value is brought about by intellectual stimulation. For maintaining desirable behavior, it is important that the user is aware of the importance of the desirable behavior. The association between the effect of desirable behavior and the virtual form offered to the user as feedback is effective intellectual stimulation. The virtual form that has the ideological value may also include a users dreams or expectations for the future. In particular, an art form is a useful style to express humans hopes or expectations in an ambient way. A virtual character may speak some words that remind a player of his/her future hopes or expectations. This may be useful to help a player mature through the game play. Additionally, virtual forms can be drawn surrounding virtual trading cards or a virtual character, and they may include information about the importance of recent serious social problems such as sustainability and human well-being. This makes it possible to learn about these important issues during game play by incorporating these social problems in the game design. Additionally, a special effect in Augmented TCG can represent the wish of a character in a trading card; this effect can heavily influence a players current motivation. Using an art form is a useful tool to give the meaning to virtual forms. We believe that artistic ways of thinking will help create digital-physical hybrid designs that offer more stimulating experiences while prompting 120 | consiideration of the t importan nce of a desirrable future. For examplee, contemporrary conceptu ual art uses ccomplex mettaphors to prrovoke deep rreflections on o issues such h as sustainab ability and peeace in the w world. The iideological messages m can n be used to alter human behavior (S Sakamoto & Nakajima, 2014). 2 Howeever, only in ncorporating the ideologiical messagees does not effectively innfluence peop ple. In particcular, to influ uence peoplee to tackle serrious social problems, p ficctional storiees are incorpo orated into tthe real world d. Many Japaanese fictionnal animation n and game sttories typical ally contain serious ideoloogical messaages that mak ke our daily llife more desirable. It is promising to uuse these stories in non-eentertainmen nt services orr in intelligeent artifacts. Additionally y, a users inntrinsic motiv vation shoulld be guided toward his/h her behavior changes. 6.4.3. 6 Valu ue-based Deesign Fram mework for Increasing g Human Motivation M In thhis section, we introducce the Valuee-based Dessign Framew work to show w a guidelin ne for desiggning DPHG artifacts. Figure 6.5 show ws an overviiew of the Va alue-based D Design Framework includding the prop posed six vallues to increaase human motivation, m which w navigattes people towards humaan well-being g. Figure 6.5 Valu ue-based Deesign Frameework The V Value-based Design Fram mework show wn in Figuree 6.5 is based d on the transstheoretical model, m whichh offers a tecchnique to in ncrease pervaasiveness, ass described in n Section 6.44.2. We divid de the six vaalues into tw wo groups. Th he first groupp consists off four values: empathetic vvalue, inform mative valuee, aesthetic value, econo omic value. These fourr values especially conttribute to prrovide internnalized extriinsic motivaation and enncouraging behavior b chaange at an eearly stage in the transttheoretical model. m If peo ople know thhat they get these positiv ve values thrrough the tarrgeted behavvior, they staart to want to o behave desiirably in ordeer to feel theese values. | 121 On the other hand, the persuasive value and the ideological value in the second group are placed at higher level in Value-based Design Framework in Figure 6.5. The ideological value makes a persons dreams and expectations explicit and teaches him/her how changing his/her behavior realizes his/her dream and how the behavior change is important for him/her. Additionally, the persuasive value leads the person to believe that he/she can perform the ideological activities in the real world. These two values are useful to encourage people to alter his/her behavior in the later stage of the transtheoretical model. For the people who can feel the persuasive value and the ideological value, the activity itself is meaningful and valuable. These values increase peoples feelings of autonomy and competence, which increase peoples motivation to change their behavior. Then, they do the activities based on their intrinsic motivation; it also helps them to feel self-efficacy, positive thinking, happiness and human well-being. 6.4.4. Diverse Values and Participatory Design Each stakeholder defines his/her own frame to feel values about products and services based on his/her requirements. This is why participatory design is important for capturing different stakeholders requirements. Additionally, each stakeholder has a different personality; he/she defines his/her frame based on that personality. As shown in (Mugge, et al., 2007), a user who has a different personality usually chooses a different favorite value to make himself/herself experience products and services more empathetically. Thus, values discussed in this chapter are useful for defining a frame to characterize activities with DPHG artifacts. A user of can recognize how he/she feels each of the proposed values depending on the current frame associated with a DPHG artifact. The values could be changed by incrementally adding virtual forms to some DPHG artifacts. Thus, a participatory design approach to dynamically adding and changing virtual forms on DPHG artifacts based on each users personality or requirements offers the possibility of assigning various values to products and services in a more systematic way without heavily modifying the infrastructure. However, the possibility is increased that the products and services are satisfy many people with different personalities. 6.5. Improving Augmented TCG with Value-based Design Framework In this section, we present an improvement of Augmented TCG described in Chapter 4 based on the Value-based Design Framework. The six values can be used to analyze the pitfalls of the current design and to suggest improvements in the design for satisfying more people. One important advantage of using the Value-based Design Framework is to offer different frames to analyze the design based on the six values. We can collect a variety of opinions from the analysis and the use of them to expand the current design space. This section shows an example of applying the proposed framework for analyzing the possible design space of DPHG artifacts. As we have already explained in section 4.2.2, we adopt the Yu-Gi-Oh! TCG in Augmented TCG. The Yu-Gi-Oh! TCG has a number of sources of pleasure in addition to playing the game, including completing collections of cards, structuring decks, communicating with other players, trading, battling and forming associations with the Yu-Gi-Oh! television animation and comics. As described in Chapter 4, Yu-Gi-Oh! animation shows some ideological messages such as 122 | friendship and justice; this is a good case study to discuss human behavior change through the ideological value. We improve the analyses described in Section 4.4. with the Value-based Design Framework. In the experiment, we recruited six participants (five males and one female) who had more than three years experience with the Yu-Gi-Oh! TCG, and they knew the characters in the animation stories very well. They were 21-22 years old university students. During the experiments, each participant plays a different duel against an expert player who is the author of this dissertation, has more than ten years experience with the Yu-Gi-Oh! TCG, and has several thousand Yu-Gi-Oh! trading cards for analyzing their respective values. We observed the participants duel and conducted interviews with him/her after the duel based on the contextual inquiry method (Beyer & Holtzblatt, 1999). All of the experiments were recorded, and all dialogs in the experiment were transcribed to facilitate analysis of the dialogs. We improve the analysis in terms of six frames provided by the Value-based Design Framework. Empathetic Value: In the experiment in Section 4.4.1 and Section 4.4.2, we use a popular empathetic virtual character as an opponent player. Participants played a duel with virtual characters: Yugi or Kaiba from the Yu-Gi-Oh! animation story and Link from The Legend of Zelda. As described in the original design, the behavior of the virtual character is synchronized with the opponent player. The results of the experiment to evaluate the improvement were completely different depending on whether the participants liked the character or not. If the participants were not interested in Link, they usually did not care about the presence of Link, but if Link was their favorite character, then they found playing the game against Link more enjoyable. One of the male participants also told us, If the character is a pretty girl, I may be more excited to play the game. Additionally, a female participant told us, I feel that Link is my boyfriend, so playing against him increases my pleasure and positivity. Most of participants like to play against Link, but it is desirable to choose other favorite popular virtual characters for participants to encourage their motivation to play the game. We compared the case when the participant directly saw his/her human opponent with when a virtual character ware used to represent the opponent in Section 4.4.3. There were some opinions, such as If I know the opponent player well, then the real person view is more preferable and increases the reality of the game. or When the opponent player is a stranger, using a virtual character is preferable because I dont feel comfortable either showing myself or seeing the opponents. From these answers, we found that there is a difference between the case when a participant knows the opponent player well and the case when the opponent player is a stranger. Whether a player feels empathy for a real person or a virtual character depends on the situation and the players personality. If the participant knows the opponent well, then the real person view is more preferable, but, if the opponent is a stranger, then using a virtual character is a better choice. When we use virtual characters, enhancing the reality of the virtual characters is essential for the successful results, as we explain in Chapter 7. The virtual character representing a player provokes his/her empathy and motivates him/her to play and enjoy the game more if that is one of the characters used in players favorite games or animations. The use of a players favorite virtual characters has a possibility to provide the empathetic value. | 123 Persuasive Value: In the experiment in Section 4.4.4, a small display shows a virtual character, Dead Master that is illustrated on one of the cards in the players deck and that encourages the player to win according to the duels current situation. After the experiment, one of the participants said, It is desirable that the card depicting Dead Master does not lose to the attack of the opponent player. However, another player who was not interested in the character told us, It is more enjoyable if the participants favorite character encourages him. One of the other participants said, I feel that the character does not encourage me enough using only gestures. It is better that the character talks or advises me. He also told us, It is desirable that the character behaves like a cheerleader. Additionally, another participant told us, The encouragement should be like the one in the animation story. Most participants said, The presence of the character increases the pleasure, but it is hard to consider winning the game just from that encouragement. These participants comments showed that they were quite aware that the character depicted on one of their cards appeared on the small display without being informed in advance about this feature of the system, but the characters encouragement needs to be stronger and to be changed according to the situation in each participants play. In trading card games, trading cards are collected by each player by expending significant effort. Therefore, the player feels that his/her cards are very precious, and empathy with the characters depicted on the cards is easily initiated. As described in Section 2.4.2, peoples special human/character can create a large positive effect. Therefore, encouragement by such a special character becomes a strong incentive for a player to win the game, which lead players to feel strong persuasive value. Informative Value: In the experiment in Section 4.4.5, detailed information about the card that the opponent player currently uses is shown on a small display next to a player. One participant said, If more hints to choose a card in my deck are shown, it is helpful to make a better decision. Another participant told us, If the textual information in a card is represented as visual information, a players cognitive overload is decreased and [this] makes it possible to make a better decision. Additionally, one of participants said, If the card shown in a small display expresses special effects, the effects make me more exciting. From the experiment, we found that the usefulness of the approach depends on the players. Players who usually want to win a dual and know the trading cards very well can recall the detailed information of the cards merely by looking at the image of the trading cards. For these players, special effects or hints to teach them how to duel better are more appropriate. On the other hand, players who know only their own cards well but do not know other players cards feel that showing the projected cards on the small display is very useful for them to play their duel better. Therefore, the offered information as the informative value needs to be customized according to players situations for increasing a players activities in his/her play. Information about the strength level shown in the card is hard to see during the game, and so showing detailed information about the cards near a player is useful to support better decision making and strategy choices by the player. The informative value also encourages a player not to give up the game. In a typical setting of a duel, it might be hard to clearly see and understand the characters on cards that are placed in a duel field and thus more difficult for a player to make a 124 | correct decision. In particular, if the opponent players cards are projected on the table, the low resolution of the projected cards becomes a serious issue. That is why, in our setup, we show the card drawn by the opponent on a small display near a player. Aesthetic Value: This value is already considered in the original design of Yu-Gi-Oh! TCG. Here, we discuss how the original design satisfies the values. Collecting cards and constructing decks are important elements that increase the pleasure of playing trading card games for its player (Sakamoto, et al., 2013). From the interviews with the participants, we found that players usually have two main motivations to collect cards. The first motivation is the will to collect beautiful and rare cards, and the second motivation is to collect cards that are important for the players strategy to play the game. In Japan, there are still many types of trading card games, and the rare cards are sold at online auctions for high prices. Some trading cards depict characters from animation stories. In this case, the same character is depicted on several different cards, and the aesthetics of the cards are important for collecting the cards; thus, very serious players may collect all the cards depicting their favorite characters. The natural interaction is also related to the aesthetic value. The aesthetic interaction can be achieved when a player feels the interaction is natural (Petersen, et al., 2004). They did not feel a sense of incongruity regarding the projection of the opponent players trading cards, and extra instructions are not necessary for using Augmented TCG. They also enjoyed playing against a virtual character without feeling a sense of incongruity. From the interviews with the participants, we found that using virtual cards represented in a computer version of trading card game such as the one on the Nintendo DS significantly degrades the pleasure a player experiences when playing a game. The above discussion shows that the tangibility of trading cards and the augmented reality approach in Augmented TCG contributes to maintaining the aesthetic value and increasing a players motivation in the game. Economic Value: In Augmented TCG, a player can use the physical paper cards in his/her play. On the other hand, in the online version of trading card games, cards are digitally represented in a virtual world. The player cannot touch the cards in the virtual world directly, and so he/she does not feel a strong sense of ownership of the cards. Using the physical paper cards is essential for increasing the sense of ownership and thus increasing the motivation to collect more favored cards and enjoy the game more. In particular, the rarity of the cards becomes a strong incentive to collect and own the favored cards. Rarity is an important economic value to make users feel empathy for virtual items (Lehdonvirta, 2009). The value makes it meaningful to collect trading cards because the owner of the rare card has a feeling that the card is unique. This means that the economic value increases the motivation of a player because he/she believe that his/her cards are valuable. From the interviews with the participants, we found that two issues are important in terms of the economic value. The first issue is that selling new trading cards is essential to encourage the collection of more cards. If there are no new cards, a player may forget to interact with his/her own cards. This finally would make him/her bored with collecting cards and playing the trading card game. The second issue is the tangibility of the cards. It is not easy to feel a sense of | 125 ownership for digital cards because bits cannot presently replace atoms. The reality of digital items is an important aspect of increasing the economic value of virtual forms. The above discussion shows that the original design to emphasize the tangibility of trading cards contributes to maintaining the economic value. Ideological Value: In the experiment in Section 4.4.1, participants can choose one of two virtual characters: Yugi or Kaiba. After the play, we interviewed the participants about their impressions of the virtual character representing their opponent. One of them said, I could feel I am playing against Yugi, but the Yugi used in the experiment does not offer enough reality. The movement of the character was sometimes not like the real movement of Yugi as in the animation story. He also said, I will definitely enjoy the game against Yugi more and would like to win the game if the movement is more realistic. Another participant said, The face expression of the character is poor and it is a very important issue when playing a game against a real person. Additionally, one of the players told us, The voice should be the same as the actors voice of the character in the animation story. If the opponent player was a female, some participants felt strange because both Yugi and Kaiba were male characters. These comments suggest that the reality is an important metric to incorporate the story into DPHG artifacts. As described before, these characters represent some ideological concepts such as friendship and justice in their background story. All the participants in the experiment could easily recall the Yu-Gi-Oh! animation story during their play. The Yu-Gi-Oh! animation story contains some ideological messages and playing against Yugi or Kaiba reminds players of the importance of such ideological factors because the players know the stories behind the characters. The ideological value from the Yu-Gi-Oh! animation story teaches a player the importance of friendship for really enjoying the game. Besides, the value leads to self-efficacy, the improvement of a players gaming skills with his/her friends cooperation. However, the current story may not be powerful enough to remind players of its ideological ideas during their play because the growth of the main hero due to the competition and cooperation among friends is rather implicit in the story. The story is, however, able to increase positive thinking when playing the game and to increase self-efficacy enough to win the game. We believe that the effect is valuable to influence human behavior. In our daily life, people may not feel enough self-efficacy to change undesirable behavior because our daily life becomes more and more complicated, and we do not have enough time to consider the importance of desirable behavior. We also need to consider how the representation form of the stories affects the conveying of the ideological ideas in the near future. In Japan, the same story is represented in different forms such as animation, comics, games and so on. These aspects of the current popular fictional stories suggest a new way to incorporate fictionality in the real world as described in the next section. 6.6. Incorporating Fictionality through Transmedia Storytelling As described above, the Yu-Gi-Oh! TCG has a close relationship with the animation story. This offers an interesting discussion regarding use of the proposed values. From our experience with the experiment, we suggest that incorporating fictionality into the real world through transmedia storytelling is a promising approach. 126 | 6.6.1. Fictional Stories and Ideological Value The story already plays an important role in product advertisements because it increases the appeal of the target product (Mattila, 2000). Using fictionality to incorporate stories makes our experience richer because the stories can translate the meaning of DPHG artifacts more easily. Fictional stories are particularly useful tools for enhancing our daily experience to increase our buying impulse, as we explain in Chapter 7. Fictional stories can represent stories that do not exist in the real world or stories from the future. The stories can flexibly offer us a broad range of information using non-existent artifacts such as magic or alternate history. It is easy to embed ideological messages in these stories and make it possible for them to teach about various social issues. They are also useful for teaching how to use various daily artifacts and to encourage us to acquire a desirable habit. We incorporate virtual characters appearing in animation and game stories into Augmented TCG to increase values that a player feels. Our experience with incorporating fictionality in Augmented TCG shows a positive effect on a player because the fictional story used to improve Augmented TCG defines the meaning of values added to virtuality introduced by virtual forms. The fictional stories contain ideological messages that make us aware of important social issues in daily, real life (Sakamoto & Nakajima, 2014) (Sakamoto, et al., 2014). The effect offers an interesting future possibility to enhance DPHG artifacts. 6.6.2. Incorporating Fictional Stories through Transmedia Storytelling Transmedia storytelling is the technique of telling a story or story experience across multiple media or platforms (Dena, 2010) (Ruppel, 2012). It allows fictional stories to be fragmented into several different media distributed in the real world. In particular, virtual forms are considered a desirable infrastructure to incorporate fictional stories represented as transmedia storytelling into the real world. Alternate reality games are becoming popular to represent transmedia storytelling where stories are delivered across multiple media (McGonigal, 2011) (Szulborski, 2005). Enhancing games played in the real world such as trading card games with fictional stories is a promising direction for designing a new form of transmedia. One of important insight is that there is a possibility for using a virtual character as a metaphor that recalls the story of the character in the players mind during the game play. In this way, the story may convey a leitmotif containing ideological concepts such as the importance of friendship, honesty, justice, thoughtfulness and so on (Sakamoto, et al., 2013) (Sakamoto & Nakajima, 2014). This approach would have the power to alter the players behavior. When playing with a virtual character from animation or a game story, the player also tries to mimic the characters behavior in the story. This can be a very useful and successful approach to teach players how to improve their gaming skills. If players follow the skillful characters way of playing in the story, then they can learn new skills and techniques from that characters experience in the story. In the current Augmented TCG, the Yu-Gi-Oh! animation story is incorporated, but the animation story is not explicitly shown during the play. A player needs to recall the story by himself/herself during his/her game play. Tighter integration of the game play and the animation story offers the possibility of designing new transmedia storytelling. For example, as shown in the experience on | 127 the persuasive value, the current approach is weak in encouraging a player. He/she needs a reason to play a duel. Additionally, as shown in the experiment on the ideological value, a player needs more information to be reminded of the embedded ideological messages. Virtual forms can present a part of a story inside as transmedia storytelling and give information during play to help a player understand well the persuasive value and the ideological value embedded in Augmented TCG. Besides, a virtual character in a fictional world appears in the real world. In the near future, 3D holographic displays may realize the approach in a better way 73. Thus, tight integration between a fictional story and the real world becomes possible by showing a part of a story in a small display near a player as the informative value in Augmented TCG. This approach makes a stronger association between a story in the fictional world and the real world through a virtual character than does the current approach, and the boundary between the two worlds becomes more blurred. In digital games, players enjoy fictional worlds through real world interaction (Jull, 2005). Game studies scholars introduced the term magic circle, where a player plays a game inside a magic circle that is not recognized in the real world. However, incorporating fictional worlds in the real world needs to be indistinct both inside and outside of the magic circle. Virtual forms will be interfaces between real and fictional worlds, and we believe that transmedia storytelling is a promising way to design those interfaces. Additionally, several techniques for designing pervasive games can be used to incorporate transmedia storytelling in the real world by blurring the boundaries between real and fictional worlds in terms of time, space and social (Montola, et al., 2009). However, if the boundary between the real world and fictional world blurs, rules in the fictional world should be obeyed as are rules in the real world; this may significantly decrease pleasure in the fictional world. For example, typical ethical constraints in the real world may need to be satisfied even in the fictional world. 6.6.3. Achieving Reality when Incorporating Fictional Stories Considering how to obtain and maintain the reality of DPHG artifacts is a very important issue. Even if fictional stories are incorporated, the virtual forms should convey their reality to users. In particular, if a fictional story is embedded in DPHG artifacts, the reality in the story shown on the virtual forms is essential. We propose several design patterns to discuss the reality in the incorporated fictionality in Chapter 7. If a user is involved in a fictional story that uses DPHG artifacts, his/her belief that a part of the story exists in the real world is essential. In particular, if a typical artifact used in the story appears in the real world and the user remind of the story by using the artifacts, the artifact is a promising source of media for enjoying the story. For example, in live action role-playing (Montola, et al., 2009), a player plays a specific role from a fictional story. He/she wears special clothes to represent the role and uses physical artifacts that the person in the role typically uses. DPHG artifacts enable us to influence the story when we wear the clothes and use the artifacts. This influence increases the players immersion in the fictional story. 73 In Japan, for example, a virtual idol sings in a concert and appears in the real world by using a film screen: http://5pb.jp/mikupa/. The approach achieves the effect to live the virtual idol in the real world. 128 | From the experiments described in Section 6.5, we have also found that the reality of the characters, such as facial expressions, movement and behavior, is essential to increase the enjoyment of the game. Reality is an important criterion to evaluate a design. In our case, the virtual characters behavior should be consistent with the characters behavior in the animation story; this is important for feeling the reality in the game. For example, cards that are not used by the character in the animation also should not be used in the game, and the movement of the virtual character should be consistent with its typical movement in the animation. The number of cards owned by the character should be consistent with the real game situation as well. However, too realistic expressions may cause the uncanny valley problem if we perceive that the achieved reality is not completely realistic (Mori, 1970). There are three issues to be considered in terms of the reality in this case. First, a proper reason why items and characters exist in our world is needed to increase the reality of a users experience. In Augmented TCG, the appearance of Yugi and Kaiba as opponent players is not so unrealistic when playing Yu-Gi-Oh! TCG. Second, the behavior of items and characters should be consistent with their behavior in the fictional world. In particular, if a user is familiar with the fictional story, from our experience with Augmented TCG, this issue is very important. Third, the virtual form should be natural, similar to traditional real materials. However, the virtual form may exaggerate the effect in the real world, which might make the DPHG artifact with the virtual form even more exciting and attractive than the original one. A feeling of reality is important so that a user continues to use a DPHG artifact. There is also an alternative way to increase the reality of the fictional world: adding interaction in the real world. If there is an interaction between a user and a fictional story, he/she can create more engagement in the story and the interactivity increases a users autonomy that enhances his/her intrinsic motivation. This is why we usually have more engagement in gaming than watching animations. Users feel the reality of the fictional story because their intervention has a strong influence on the story. If the reality is lost, a users experience is just like watching a story that is unrelated to the users daily life. Then, the relationship with the real world is also lost, and the users engagement is decreased. The fictional story offered with a DPHG artifact makes it possible to influence a users behavior. A fictional story represented as transmedia storytelling can first teach us how the DPHG artifact is effective in our daily life. Then, the ideological message in the story also makes the user believe that changing his/her behavior is essential to achieve an ideological goal that will lead to overcoming some serious social problems. Finally, the positivity in the story increases the users self-efficacy to overcome the problems and a users intrinsic motivation is established. The results of positive psychology teach us that positive thinking plays a very important role in increasing our self-efficacy to solve difficult problems (Fredrickson, 2009). 6.7. Conclusion and Future Directions This chapter presented case studies of DPHG artifacts that add virtual forms to enhance physical intelligent artifacts. From our experience with the design and analysis of the case studies, we | 129 proposed the Value-based Design Framework and extracted six values from experience with the case studies. The framework enables a designer to help design and analyze experience to make interaction with intelligent artifacts more ludic. We analyzed the enhancement of Augmented TCG with the six values in the Value-based Design Framework as an example, showing how to apply the framework to improve the design through participants collected opinions. Finally, we presented an approach to incorporating fictionality through transmedia storytelling from experience by enhancing Augmented TCG with the proposed values. One important advantage to use the Value-based Design Framework is offer different frames based on the proposed six values to analyze the current design of intelligent artifacts based on participatory design. The chapter presented design implications that would be useful for the development of future intelligent artifacts that incorporate virtuality through virtual forms. Since this kind of multidisciplinary research is not that popular, we expect that the insights from this chapter would activate discussions and possibilities in the area of the multidisciplinary research which is important for making our everyday life more meaningful and valuable. In the next step, we need to validate the proposed values by designing more case studies and further showing the effectiveness of incorporating virtuality and fictionality for increasing the effect of ideological messages. The design implications presented in the chapter are also helpful, relating to the design of various information services or products that make us feel more valuable. The insights presented in this chapter should assist in the development of future digital-physical hybrid worlds, which will make future smart cities more valuable and gameful (Sakamoto, et al., 2014). The aspect is important because the traditional approach typically focuses on efficiency issues such as energy management or traffic management in our daily life. Our approach allows us to consider how to make our daily lifestyle more valuable and happier by incorporating virtuality and fictionality into the real world. 130 | | 131 Chapter 7 Design Patterns of Reality 7.1. Introduction This chapter presents some design patterns to keep reality when incorporating gameful digital rhetoric into the real world74. How strongly we believe in the reality of a fictional story within a virtual form from a semiotic aspect is an important factor when we incorporate gameful digital rhetoric into the real world. The proposed design patterns cover three aspects. The first aspect is to exploit visual reality. The second aspect is to exploit ideological messages in fictional stories. The third aspect is to compose multiple fictional stories. This chapter also shows a case study to motivate and gamify to join the Haiku contest by increasing the awareness of the importance of the contest, and show the effectiveness of the proposed design patterns. 7.2. Background In our daily life, fictional stories play an important role in offering rich user experiences. Theme parks, which consist of entertainment attractions, rides, and other events in a single location, exist for the enjoyment of large numbers of people. More elaborate than a simple city park or playground, a theme park usually provides attractions associated with popular fictional stories and it is a typical example of how to integrate fictional stories into real-world activities. Disneyland75 is a typical, and the most famous, theme park. Many Disney characters appear at Disneyland. Each attraction at the park is immersively constructed based on a Disney story. Because those stories are very popular, when we are at Disneyland we feel that its characters exist in the real world, that we can meet those characters and that we can enjoy being with them during our visit (Imagineers, 2010). Fictional stories also could potentially enrich user 74 This chapter is based on the following paper: Mizuki Sakamoto, Tatsuo Nakajima: Gamifying Intelligent Daily Environments through Introducing Fictionality, International Journal of Hybrid Information Technology, Vol.7, No.4, pp. 259-276, Jul. 2014. 75 http://www.tokyodisneyresort.jp/en/ 132 | experiences during travel, at museums, and in advertisements. Although fictional stories are good tools for enriching users experiences with products and services, those users need to feel that the objects, characters and events that appear in the stories - but do not exist in the real world - are still realistic. Seichi junrei, as we shown in Section 4.5 is a typical geek culture activity in Japan, particularly related to Japanese animation, games, and comics in which people visit a local region from animation, manga and games. Typical animation fans in Japan arrive at a specific location in the local regions, and take pictures with the same screen/angle as it appears in the animation and upload them to their blogs. The most important aspect of seichi junrei is that something is brought from the fictional story to the real world. The fans create new stories using these pictures and the virtual characters from the fictional stories and share them within their community. The local region also plans to attract people who like the story to visit the region to enjoy some extra stories of the original stories as the local regions promotion. This phenomenon is a very interesting example of harmonizing the real world and the fictional world. Recently, a new opera entitled The End76 opened in Japan. In the opera, one lead actress is a virtual, fictional singer named Hatsune Miku, who is very popular in Japan. The scenes and performances in the opera are completely generated by computers. This opera has expanded the traditional concept of opera by using Hatsune Miku. Her existence is realistic to them. In fact, her concerts are very popular; in them, with the use of augmented reality technologies, she both sings and dances77. Fictional stories already play an important role in product advertisements because they increase the appeal of the advertised product (Mattila, 2000), as we described above. Incorporating fictionality into stories enriches our experiences because stories can more easily translate and abstract real-world meanings in a manner that is easily and attractively understood. Fictional stories can flexibly offer us a broad range of information using non-existent artifacts such as magic and mysterious creatures. It is also easy to embed ideological messages in fictional stories, thus making it possible to teach about the importance of various social issues. Specifically, in Japan, animations, video games, and comics are very popular. Even adults are very familiar with their stories, because those stories represent the essence of our life. There are also several infrastructures emerging that create new stories from already-existing stories about characters such as NicoNico Douga. Exporting these emergent contents is one of the biggest tasks performed by Cool Japan78, Japans national branding strategy. There are many serious social problems that we need to tackle and we need a new approach to increase the efficacy with which we can attack those problems. Incorporating fictionality into 76 http://theend-official.com/ 77 http://5pb.jp/mikupa/ 78 https://www.ana-cooljapan.com/ | 133 the real world makes it possible for a person who is struggling with a problem to play a role, because the story makes us believe in the importance of tackling social problems, making it possible to increase our positive thinking and become activists. Because a typical fictional story describes brave heroes, dignified heroines and mysterious magicians whose strong self-efficacy enables them to achieve difficult goals, when we play these roles in the real world, our behavior are altered and our own self-efficacy increases. By expressing their messages through various artifacts that surround us, fictional stories can be embodied into the real world. Our daily life is becoming increasingly complex, and we need to manage significant amounts of information every day. Thus, it is difficult to convey important ideological messages without presenting a large amount of additional information. For example, education is a traditional, heavily weighted method for teaching the importance of ideological messages that take a long time to learn. We need a new approach to alter behavior without the need to assess a large amount of information. A virtual form, as described in Chapter 6, is an abstraction that enhances existing products and services by adding an information layer to virtualize them. Virtual forms offer the potential to integrate fictionality into products and services to offer immersive experiences. These virtual forms show dynamically generated visual expressions containing information that both provokes a person to feel that the artifacts have some additional value and enables him/her to consider the activities that use the artifacts as more attractive. For example, Augmented TCG shows an empathetic virtual character whose behavior reflects an opponents gaming behavior and Virtual Aquarium presents a computer-generated aquarium in which the fishes behavior is affected by a persons tooth-brushing behavior, as described in Section 4.3 and Section 6.3.2. These artifacts incorporate fictionality to increase a persons empathetic experiences. In (Frasca, 2001), two properties, agency and immersion, are essential for developing more persuasive expressions. Virtual forms offer the agency property through interactivity with artifacts. In addition, sensing our environments and presenting feedback information in a pervasive manner enables virtual forms to react according to a persons current situation. This provides the property of immersion, because a person feels that expressions shown on virtual forms are a part of his/her world. To embody fictionality in the real world, some insights into how pervasive games or alternate reality games blur the real and fictional worlds will be key for achieving better integration of those worlds. Originally, pervasive games were developed for fun such as treasure hunts. However, a recent trend in pervasive games, such as World Without Oil79, allows players to try to solve serious, real-world social problems. Because designing activism-related games provides a new possibility to create a more desirable lifestyle by altering our attitudes and behavior (Fuad-Luke, 2013), pervasive games provide a promising approach to changing our world through activism. Alternative reality games are a promising approach for conveying messages to players using multiple channels. Fictional stories are embedded into a game that is played in the real world. It uses multiple channels and the channels offered in the game are used to exploit the 79 http://worldwithoutoil.org/ 134 | games fictional story. For example, in Perplex City80, trading cards are used to introduce the characters and story. Web sites, emails, phone calls, and SMS messages are then cooperatively used to solve riddles in the mystery story. Because the media is tightly integrated with our daily activities, we feel that the fictional story is realistic. For example, social media such as Facebook and Twitter have become very popular. Thus, fictional stories that are embedded in social media increase the feeling that the stories are occurring in the real world. One of the most important factors in embodying fictionality in the real world is role-playing, in which a person plays a fictional role in the real world without losing his/her grasp on reality. This type of role-playing is called pervasive role-playing. A persons fictional experience becomes tangible if he/she feels that the embodied fictionality is realistic. Reality is the most important criterion for success in pervasive role-playing. As described in (Montola, et al., 2009), the most important factor in pervasive game design is to break the magic circle in terms of space, time, and the social world, when people play fictional roles different from their roles in daily life. The boundary that the magic circle creates between the fact and fiction should be taken into account when embodying fictionality in the real world. Because virtual forms can present a part of a fictional story by showing expressions, a person who pervasively plays a role to achieve his/her goal can easily remember the story (Sakamoto, et al., 2013). In addition, as a part of the story, virtual forms can return appropriate feedback to alter a persons attitude and behavior at any places. This means that virtual forms are desirable tools to incorporate fictional stories into the real world through the use of pervasive games, and a person can play a role in the story through expressing its properties of agency and immersion clearly (Sakamoto & Nakajima, 2014) (Sakamoto, et al., 2014). However, it is not easy to seamlessly incorporate fictionality into the real world. How strongly we believe in the reality of a fictional story within a virtual form is an important factor. Therefore, we need design patterns, similar to those that have been proposed in the architecture field by Ishikawa and Silverstein (Ishikawa & Silverstein, 1977) to develop persuasive virtual forms in a systematic fashion. In this chapter, we do not discuss design patterns as a way to cause a person to lose his/her belief in reality by seamlessly blending the fictional and real worlds to make the magic circle vague in terms of space, time and the social world. Rather, we extract design patterns to keep reality from three aspects. The first aspect extracts design patterns to increase a sense of visual reality of fictional elements. The second aspect is to exploit ideological messages in fictional stories, because we believe that using ideological messages in fictional stories is essential to increase the persuasiveness of virtual forms. The third aspect is to compose multiple fictional stories. Although different persons prefer different stories, these stories must be combined into one when multiple persons participate to achieve the same goal. In our approach, we are not concerned with the ontology of fictionality presented on virtual forms, but we rather focus on semiotic aspects of fictionality (Eco, 2009). This means that we discuss the meaning of fictionality so it does not matter whether incorporated fictionality really exists or not. 80 http://perplexcitywiki.com/wiki/Main_Page | 135 7.3. Extracting Design Patterns Our analysis and extracting design patterns are based on the above conceptualization because most of fictional stories contain non-existing objects, and we feel a sense of the reality on the non-existing objects when their meanings are clear and understandable, and there are plausible reasons that these objects exists in the stories. We convened three focus groups to extract useful design patterns for designing virtual forms that incorporate fictional stories into the existing artifact in the real world. Each focus group involved twenty participants and a discussion that lasted for a few hours. The participants were university students who were 21-24 years old. All of them were Japanese and were very familiar with recent Japanese animation, games and product promotions. After watching the movies or playing the games described in the following sections, the participants discussed whether the movies and games gave them a sense of reality and which major elements provided that sense of reality. We chose the movies and games according to the main theme of each focus group. Finally, we extracted design patterns from the discussions in the focus groups. In Section 7.3.1, we discuss the design patterns that allow a user to feel the reality of fictional stories when the stories are used for product and service promotions. It is essential that a user feels that the products exist in the real world and they are very attractive. In Section 7.3.2, we present design patterns for using ideological messages embodied in a fictional story to increase its persuasiveness related to human behavior changes in the real world. In Section 7.3.3, design patterns for composing multiple fictional stories consistently are presented with the goal of supporting each person in playing his/her favorite role, or possibly different roles. 7.3.1. Design Patterns to Exploit Visual Reality Animated movies are very useful tools because they make it easy to offer fictional worlds and characters. With animation, we can offer empathetic fictional creatures and marvelous futuristic worlds that are attractive to the viewer. It is easy to embed ideological messages that represent human dreams and expectations into animated stories. In addition, the typical Japanese animated stories are full of positive thinking, so the stories can be enjoyable while increasing our self-efficacy and helping us to overcome difficult problems. Currently, typical product promotions use empathetic characters that appear in popular animated stories as tools to increase the attractiveness. For example, Pokémon characters are widely used to promote foods for kids, such as a retort-packed curry food and bread. This animated movie is very popular with most Japanese children, so a promotion broadcast within the animated television movie is effective way to make these products appealing to these children. Although the promotion may increase the buying impulse of children, it does not convince them that the products are attractive. Thus, the products will be forgotten when they become adults. In this section, we present four design patterns for promoting commercial products by using fictional stories. The design patterns were extracted from discussions in the first focus group, while watching several animated movies for product promotions. 136 | I-I: Offer vivid visual impact or surprise attracts us to the products. Pepsi NEX uses Cyborg 009 for their product promotion81, and Tiger & Bunny82 uses several Japanese company logos, such as Softbank83 and Bandai84 to promote their company brands. In the Pepsi NEX promotion, the cyborg heroes move very quickly, which becomes a metaphor for the Pepsi NEXs sharp taste. Additionally, a pretty heroine creates an empathetic feeling for the products. In the animated story of Tiger & Bunny, justice and heroics are commercialized commodities. Some people choose to become costumed superheroes, and each is sponsored by an actual major company, which is featured as an advertisement on the heroes uniforms. These superheroes are perceived as cool and become metaphors implying that the companies are also cool. These vivid expressions of an unusual daily life surprise people, which generate strong and memorable impressions of the target products. I-II: Offer a non-fiction story that makes us believe the promotion. TAISEI Corporation85 promotes its brand image using an animated movie86. In the movie, a woman is working on the construction of the Bosporus tunnel. The non-fiction story explains that her work contributes to an amazing construction that will appear in the world map. The movie demonstrates that the company has achieved this amazing work, so the viewer for the movie can own the positive feelings about the company through the amazingly realistic scenes of the tunnel. The promotion is very useful because most of us do not know that the TAISEI Corporation has built these amazing constructions all over the world. I-III: Offer a reality that makes us believe the fictional story in the promotion. DOCOMOs promotion, Xi AVANT87, shows a vision of the future mobile phone; this promotional movie uses several realistic landscape scenes of present-day Barcelona. The reality of the landscape scene offers a feeling that the vision in the fictional story will be realized in the near future real world. Besides, The Tokyo Disney Resorts promotion88 reminds each person of a real memory from when she previously visited the Tokyo Disney Resort. So the story shows that she will enjoy visiting Tokyo Disney Resort even when she becomes old. Therefore, we believe that the happy memories from the Tokyo Disney Resort will be inherited by our children. 81 http://009.ph9.jp/pepsi-nex/ 82 http://tigerbunny.wikia.com/wiki/Tiger_%26_Bunny_Wiki 83 http://mb.softbank.jp/en/ 84 http://www.bandai.co.jp/e/ 85 http://www.taisei.co.jp/english/ 86 https://www.youtube.com/watch?v=OKoCl-3E0Vw 87 https://www.youtube.com/watch?v=IP5nAkG5lME 88 https://www.youtube.com/watch?v=clFq7xwxV-Q | 137 I-IV: Offer empathy that attracts us to the products in the promotion. It is typical to use animated characters to create empathy in promotion videos. As described previously, Pokémon characters are used to promote various commercial products for kids. Additionally, the Japan Racing Association uses characters and giant humanoids in Evangelion, which is a very popular animated movie that is liked by many young Japanese adults89. The purpose of the promotion is to promote horse racing to young adults. Animated stories are preferred across generations in Japan, but each animation covers only a specific target generation. Thus, an animation that is of interest to a specific generation can be used to appeal to a different generation who may not have a strong interest in the target products. The first focus group also analyzed four promotional movies that use the original animated stories. The movies are both successful and unsuccessful at promoting products and company brands. We consider how the movies fit the design patterns explained in this subsection. The first is the promotion movie for Meiji fruits gummi candy. The story is named Megumi and Taiyo Tweet Love Story90. In the story, a heroine Megumi eats a grape gummi candy when something needs to be considered deeply. The scene fits to design pattern I-I. When using a fictional story, it is not easy how the audiences feel the reality on the story in accordance with design pattern I-II. Tweet Love Story uses a social media, Twitter, to make us feel the reality of the story. The audience can talk with the storys hero Taiyo via Twitter. Taiyo gives us answers when we gave him some advices on how to get closer to Megumi. Megumi and Taiyo also talk with each other on Twitter so everyone can know their conversation. The audiences advices have strong impacts on the conversation between Megumi and Taiyo. This means that the story changes its ending according to our advices to Taiyo and the fact feels us that the story is realistic in our world. Taiyo is working at a vineyard, and there are some scenes showing that grapes are healthy and delicious. This gives enough information showing the products excellence in accordance with design pattern I-III. Finally, the story chooses a character designer whose characters are recently very popular in many media. Thus, the audience easily feels the empathy on the characters even though the story and its characters are original. Then, design pattern I-IV is satisfied. The second is a promotional movie named Mercedes-Benz Next A-Class91, which promotes Mercedes-Benzs new A-Class cars. In the story, the promoted car is depicted in a near-future world. The speed of the car is nicely shown in the movie, fitting with design pattern I-I. Additionally, the movie shows that the car offers very high performance, which fits design pattern I-II. In the animated movie, the presentation of the car is very realistic. Additionally, the story is about finding a legendary ramen noodle shop. Ramen is a Japanese noodle dish, which is of Chinese origin. Finding a nice ramen noodle shop is a very popular activity for young 89 https://www.youtube.com/watch?v=toEcz4inet8 90 http://www.meiji.co.jp/sweets/candy_gum/fruits_gummi/part1/ 91 http://next-a-class.com/ 138 | Japanese adults. Thus, the story is particularly realistic for the young adults who are the target users for the A-Class cars, which fits design pattern I-III. Finally, the movie adopts a character from Evangelion92, and most young males know and like Evangelion. Evangelion is one of the most popular animations in Japan, and its characters are well known. The people who like Evangelions characters also like the characters in Next A-Class, which fits design pattern I-IV. The third promotional movie is for Subaru93, which is a Japanese automobile company. This promotional movie is named Wish Upon the Pleiades94. This promotion is very interesting because there are very few connections to Subaru in the movie. The name of the main heroine is Subaru, but the movie does not show any cars in the story. However, the characters in the story and the story itself are vividly attractive to many Japanese traditional animation fans. The story is based on a magic girls story, and many scenes in the movie are very typical of a magic girls animated movie. Thus, the movie creates empathy with many animation fans, and the characters in the movie have become very famous in the avid animation communities. The movie makes the name Subaru famous, although the company name may not be popular among young adults. The company has also opened several public festival events using the characters. Many young adults who are interested in the characters visit the events and learn more about the company. The original story follows only design pattern I-I and I-IV, but design pattern I-II and I-III, which are not satisfied in the story, are compensated by the reality offered in real world attractions in festival events. This strategy shows a possibility for using transmedia storytelling for effective promotions in the future. The fourth movie is Toyotas Peace Eco Smile95, which promotes its brand using an original animated story. In the movie, a young male person who comes from outer space tries to learn about products and rules in our world. In particular, the story uses a love story to explain that the technologies developed by Toyota are very eco-friendly. However, the characters in the story are not empathetic enough because the characters are very new to most people and the story is not long enough to allow viewers to develop empathy for the characters. The story does not give us enough information to understand that Toyotas technologies are superior. In addition, the background scenes are not realistic enough, although there are a few impressive visual expressions as metaphors showing Toyotas excellence. Thus, the promotion does not fit the proposed design patterns and has not been successfully accepted by most viewers. The above design patterns indicate that a sense of reality of real products is increased even when they appear in fictional scenes. The design patterns are essential to make fictional scenes more realistic. 92 http://www.evangelion.co.jp/ 93 http://www.subaru-global.com/ 94 http://sbr-gx.jp/ 95 http://www.toytoyota.com/pes/ | 139 7.3.2. Design Patterns to Exploit Ideological Messages in Fictional Stories Virtual characters are widely used in our daily life. For example, famous Disney characters such as Mickey Mouse and Donald Duck provoke empathetic feelings easily, anytime and anywhere. In addition, Pokémon and Hello Kitty96 are now found all over the world (Allison, 2006). In animation and games, each virtual character has its own personality and story, which can be used as a medium to convey special information and messages. If people are familiar with the fictional story behind an animation or a game, then the storys characters will easily recall the storys leitmotif without requiring much additional information beyond action or interaction among the characters. In contemporary Japanese society, several posters for public service announcements have incorporated virtual characters from recent popular animation stories. For example, K-ON! has been used for promoting a national survey in Japan97. In the story of K-ON!, high school girls try to realize their dreams with cooperative efforts among them. This becomes a persuasive message conveying the idea that everyones participation is important for the national survey. Also, NFGD (The National Federation of all Japan Guide Dog Training Institutions)98, which promotes guide-dog training, has created two posters using popular characters from Puella Magi Madoka Magica99. The girl in one of the posters is rebellious, but very considerate of her friends. The girl used in the other poster is very close to her friend, and thinks and cares about her friend even when they are far apart. Many young girls admire these two characters. Thus, the posters contain the implicit, strong, and persuasive message that a person can imitate these magic girls by becoming a puppy walker. This example shows the effectiveness of using virtual characters with established background stories to attract people. Moreover, the example provides good evidence that virtual characters can be used to convey ideological messages in a story that might play a significant role in changing attitudes. In Japan, most young people have enjoyed animation and game stories for a long time, and they are very familiar with popular animation and game characters. We believe that this awareness is a good prerequisite for using virtual characters to enhance emotional feelings and successfully convey ideological messages with the goal of persuading people to change their behavior. The second focus group discussed how two stories in well-known animation movies that were not originally intended to promote products could be used for the purpose and debated how they could be used to do so. The extracted design patterns show how stories ideological messages can be used to alter the behavior of a person related to his/her willingness to buy a product. Many Japanese animation stories use ideological messages about issues such as environmental protection or world peace to increase dramatic tension. Additionally, because stories provide numerous representations of the positivity in our future, they increase our self-efficacy with 96 http://www.sanrio.co.jp/english/ 97 http://www.youtube.com/watch?v=IdAkKZKEfGU 98 http://www.gd-rengokai.jp/ 99 http://www.nkoku.jp/pos 140 | respect to accepting and understanding their messages. This aspect of the use of stories is very important because it usually takes a very long time for us to understand the importance of a message and to arrive at the belief that a storys message must come true. If we know these stories well already, the scenes or characters in the movies become metaphors for the storys messages and remind us of their importance without having to take the time to teach. If an actual, serious social problem such as sustainability can play a primary role in a fictional story, then design patterns are useful for encouraging people to critically think about the problem in the real world. The self-efficacy of a person, who plays a role in the story to overcome the problem in the real world and to have a strong positive feeling about embarking on a mission to attack that problem, also grows. Findings in the field of positive psychology have offered scientific evidence that positivity increases success in life (Fredrickson, 2009). The first movie was Celebi; A Timeless Encounter100. The ideological message in the story was that we should not selfishly violate forests and lakes. Celebi is one of the Pokémon characters; he is a god who protects a forest. A selfish person caught Celebi and used the characters power to destroy a forest and lake. Finally, Satoshi101, who is a brave Pokémon trainer, reminded Celebi that he was their friend and that they had had joyful times together with the blessing of the forest and lake. In the end, the forest and lake were finally recovered. The story showed that protecting forests and lakes is essential to maintaining our ecological system. After watching the movie, the second focus group discussed what types of products could be promoted using characters or scenes from the movie. Some of the participants believed that cleaning products would be appropriate for such a promotion, because the recovery of a forest and lake could be a metaphor for making something clean. The focus group also discussed whether the movie could be used to promote eco-friendly products such as low-power televisions. However, most of the focus group participants said that it would be difficult to find a metaphor in the movie that could promote eco-friendly products. From the discussions, we gained the insight that one key issue is whether a movie provides a good metaphor for a target product. We usually remember the characters in a movie easily, as discussed in the focus group. In animated movies in particular, the main characters usually have very clear characteristics with strong appeal, and thus, they become good metaphors. The second movie was Re: Cyborg 009102. The ideological message of this story was that a miracle that solves difficult social problems would occur if we strongly wish for peace every day. Because of evil life in our minds, each person has the ability to start a chain of destruction. However, if we wish to stop the chain, a miracle will change our world and solve difficult social problems. 100 http://en.wikipedia.org/wiki/Pok%C3%A9mon_4Ever 101 His name is Ash Ketchum in English. 102 http://009.re-cyb.org/ | 141 The second focus group discussed whether fair trade products are appropriate for promotion using the scenes of Re: Cyborg 009, because justice is a key ideological message in the movie. Fair trade emphasizes social justice over profits and is about better prices, decent working conditions, local sustainability, and fair trade terms for farmers and workers in the developing world. Fair trade may close the large economic gap between developed and undeveloped countries. Of course, because fair trade was not well-known by all of the participants in the focus group, we needed to explain it during our discussions. In addition, the scenes in the movie were not direct metaphors for fair trade products. The participants in the focus group needed to think deeply about how fair trade was related to the movies ideological message. From our analysis of the second focus groups discussions, we extracted the following design patterns for incorporating ideological messages so that people will believe that those messages are also essential in the real world. II-I: Express the storys ideological message clearly. The most important issue is that people need to easily understand the storys ideological messages without need for additional explanation presented in other media such as books. In addition, a vivid or exaggerated presentation of the ideological message is essential to ensure that people retain a deep memory of that message. II-II: Make the participant play a role in the story. A viewer should be involved in the story to increase his/her sense of the storys reality. In the above examples, because a participant merely watches a movie, it is hard for him/her to have a strong feeling that story is a part of his/her real world. Therefore, interaction with the story should be explicitly incorporated into virtual objects. II-III: The persons behavior should be consistent with the storys ideological goal. When a person plays a role in a story, he/she behaves according to the characteristics of that role. His/her behavior should be consistent with the goal of the storys ideological messages. In the above examples, target products did not directly appear in the stories. Therefore, a person needs to create his/her own story in which he/she uses the target products; the actions that take place in his/her story must be consistent with the goals of the fictional stories. II-IV: Offer a metaphor to remind the viewer of the storys ideological message. A good cue is necessary to remind a person of the story. As described in this chapter, in many advertisements, a character from the story becomes a cue to remind people of the story, and that character also becomes a metaphor to remind people of the storys ideological message. In addition, empathetic products may be used as a metaphor. In other words, the story should offer impressive characters or products that become metaphors to remind people of its ideological message. The ideological message typically contains some educational aspects. When applying design pattern II-I, it is essential not to lose the entertainment even if the ideological messages are 142 | clearly incorporated. Design pattern II-II indicates that the agency and immersion properties offered by virtual forms are essential to maintain a feeling of reality. Additionally, design pattern II-III is important because inconsistency between a persons behavior and the storys goal may cause a misunderstanding of the message. Similarly, when using a character as a metaphor, design pattern II-IV requires care. If the characters role is not consistent with the storys ideological message, it may cause a misunderstanding of that message, too. 7.3.3. Design Patterns to Compose Multiple Fictional Stories In the near future, it will be essential to mix multiple stories when integrating a fictional story into the real world; it is unlikely that the use of just one story will attract diverse people, because everybody has a different personality (Sakamoto, et al., 2013). In particular, each person has his/her own favorite story and likes to play a role in that story according to his/her personality and past experiences. However, even though each person might have a different personality, everybody still must think deeply about serious social problems in the real world. Therefore, it will be important to mix together multiple stories that diverse audiences enjoy. There are currently many cases of mixing multiple, existing stories. Avengers103, an American superhero movie that came out in 2012, is an example of a story that consists of multiple stories mixed together. In Japan, some movies for children contain stories that their parents will like, so that the parents will both enjoy the movie and be encouraged to take their children to see it104. Once a digital game player begins to love the particular content in an animation or a game, his/her feelings about other activities in real life in various situations are affected. For example, if a player likes a kind of game, he/she may feel a sense of closeness to a service that includes some content related to that game. However, to attract people to a particular type of media, it is not enough to simply introduce a character from a story that originated with a different type of media. For example, a video game named E.T. The Extra-Terrestrial105, which was inspired by the popular American science-fiction movie E.T., is one example of such a failure. The goal of the game is to find parts of a communication device to contact E.T.s companions in the mother star, and then to put them together, thereby enabling E.T. to return to the mother star to find the parts. In this game, E.T. falls into many pits. One player of the game said Ive seen the movie, and I dont remember E.T. falling into one pit, much less 100!106 This comment shows that there is no consistency between the original movie and the subsequent game. Furthermore, this lack of consistency significantly decreases the feeling of the games reality. When a story is reused in a new form of media, the story in the new media must be consistent with the original story so that the reality of the original media is maintained. 103 http://marvel.com/avengers_movie/ 104 e.g. Kamen Rider OOO movies wonderful shogun and 21 core medals: http://www.tv-asahi.co.jp/ooo-gokai/ 105 http://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_%28video_game%29 106 http://videogamecritic.net/2600de.htm | 143 In the third focus group, we discussed design patterns that mix existing stories by analyzing a popular game named Super Smash Brothers107, which includes characters and scenes from other popular games. The Super Smash Brothers series, published by Nintendo, is a battle-based action game in which many players can join the game simultaneously. Many famous Nintendo characters such as Mario from Super Mario Brothers and Pikachu from Pokémon, appear in the game, and a player can choose his/her favorite character and control it to participate in the battle. Although each character has a different background story, it is natural that they battle with each other on the same stage in the Super Smash Brothers world. The game offers players new, exciting experiences in the Super Smash Brothers world. Additionally, the game provides players with an increased opportunity to learn about other game titles. In fact, a significantly large number of players have developed an interest in the other game titles mixed into Super Smash Brothers, with which they were previously unfamiliar. The analysis of the game that emerged from the discussions in the third focus group led us to extract the following design patterns for realizing a natural cross-story game. III-I: Retain characters traits from the original stories. In Super Smash Brothers, the existing characteristics of each character are extremely clear and it is easy for players to perceive them. These characteristics are not only visual; the motion and effect of each characters waza 108 should be the same as in the original games. If each characters presence becomes unfamiliar because multiple characters have been mixed together, the game loses its attractiveness to existing fans as a result of having mixed multiple stories. III-II: Use background scenes from the original stories. Any worlds used in a game that mixes multiple stories should be the same as in each original story. Some games use battle stages, including gimmicks or items, which can easily remind players of the original games. For example, when a person who has played Pokémon plays Super Smash Brothers, the stage related to Pokémon reminds him/her of some scenes from the Pokémon story. This familiarity increases the players nostalgia, which leads him/her to feel the value of playing a game that includes the Pokémon story. The background scene of each stage can work as a metaphor to strongly engage the player. III-III: Keep the characters goals from their original stories. In a game, each character has his/her own goal that must also achieved by its player. When multiple stories originating from existing games are mixed together, the goal of a character in the new, mixed story should be consistent with his/her goal in the story of the original game. The main theme of Super Smash Brothers is a battle among well-known, attractive characters. Thus, all games mixed into the Super Smash Brothers story contain, to a greater or lesser 107 http://www.smashbros.com/en_us/index.html 108 Waza are skills and moves unique to a certain fighter or fighting style. 144 | degree, competitive factors. For example, Mario battles against an opponent during his adventure, and Pikachu uses thunder power to help a partner against his opponent. Winning the battle is one of the important goals in these games. Thus, it is easy to maintain the consistency of a characters goal in both Super Smash Brothers and the characters original stories. The consistency of each characters goal in both a mixed story and an original story plays an important role in maintaining the reality of the new games mixed story. III-IV: Have a reason to gather the characters from the original stories. There is an original story behind Super Smash Brothers. The story is that each characters figure in a toy box starts to move by magic. Usually, when many characters from different backgrounds appear in the same world together, it does not feel natural to enthusiastic players of the existing games. In particular, it is a little bit strange when characters appear in the world of a different game. However, in the real world, it is not strange for many characters figures to coexist in a toy box. Every person has my stories that are the persons own stories, where he/she plays an important role. The design patterns can be used to compose my stories and original fictional stories not to violate a sense of reality of the original fictional stories. A new fictional role is defined for the person in my stories, and the person plays the role in the stories. The stories are different from the original stories, but the basic atmosphere should be the same in these stories. Also, my stories are closely related to the real world. Thus, the person feels that he/she is involved in the fictional story if the design patterns described in the section are satisfied. Our approach is also useful for analyzing a story that mixes multiple existing stories. For example, McDonalds109 sells Happy Meals110, which include toys featuring characters from various stories. Currently, there is no interaction among the characters from different stories. However, our approach offers a promising way to enhance the consumer experience by consistently mixing stories with multiple characters. 7.4. Gamifying Haiku Contest with Proposed Design Patterns The Life and Blood Donation Haiku Contest111 created public posters that featured Pokémon characters. The ideological messages of the Pokémon story contain mutual help, friendship, a fatal encounter, and irreplaceable life. The posters included certain keywords to present these messages. Thus, contest applicants were reminded of the importance of those messages by their memories of enjoying the Pokémon story. In this section, we discuss how the design patterns described in the previous section can enhance event promotion by using virtual forms. 109 http://www.mcdonalds.com/us/en/home.html 110 http://www.happymeal.com/en_US/index.html 111 https://www.ken-haiku2012.jp/ | 145 First, we consider whether to replace a static poster with an interactive poster incorporating virtual forms that dynamically express the Pokémon story. The interactive poster offers a game-like interaction with a person to increase the persuasiveness in a manner similar to that employed by advergames (Smith & Just, 2009). For example, people feel a sense of reality if movies offer some cues that satisfy design patterns. We consider how to use these design patterns presented in Section 7.3.1. Pursuant to design pattern I-I, some expressions in virtual forms should offer strong impressions to the person who plays a role in the story. For example, the persons Pokémon could grow and use special skills that show special effects. To satisfy design pattern I-II, a landscape that is familiar to the person could be presented. For example, we already have considered both singing Haiku, which is a Japanese poem of seventeen syllables, and helping blood donation, and the landscape that presented these activities has a strong connection to the real world. Thus, design pattern I-III is satisfied. Most Pokémon are empathetic virtual characters, so the Pokémon example also satisfies design pattern I-IV. Next, we consider the design patterns described in Section 7.3.2. Because Pokémon story contains clear ideological messages as described above, the design pattern II-I is already satisfied. One of the most important attractive features of virtual forms is enable us to interact with people. To satisfy design pattern II-II, the interactive poster offers a type of a game that explains both Haiku and the importance of blood donation. In the game, a Pokémon trainer who is also a Haiku poet teaches a person, who also interacts with the poster, to write a good Haiku. That person also plays the role of a Pokémon trainer, and they meet another Pokémon trainer who helps with blood donation activities. Formulating their common goal can satisfy the design pattern II-III. The goal of the story is mutual help and friendship. The person helps the Pokémon trainers of a Haiku poet and a blood donation volunteer to achieve their dreams. The Pokémon story is a typical heros journey tale (Campbell, 2008), and Pokémon trainers help each other to mature and to become self-actualized. By helping the other trainers to achieve mental growth, the person also becomes interested in both singing Haiku and blood donation. Finally, to satisfy design pattern II-IV, the trainers Pokémon, or a typical landscape in the story, can be presented on the interactive poster as a metaphor to remind viewers of the message of Pokémon story by expressing it in virtual forms. We need to consider the design patterns described in Section 7.3.3 because each person prefers a different story. Satisfying design patterns III-I and III-II is easy because characters behavior or landscape scenes in one story can be easily maintained in the other story. For satisfying design patterns III-III, the ideological messages of multiple stories should be consistent. According to design pattern III-IV, it is necessary to have one meta-story to evidence that multiple stories can coexist. In Japan, many people have gamified animation, comic and game cultures. As shown in (Sakamoto & Nakajima, 2014), it is a type of a game to create a meta-story for people who participate in social network cultures such as NicoNico Douga and Pixiv112. Therefore, one 112 http://www.pixiv.net/ 146 | promising approach is to rely on geek and creative communities to create a meta-story, because these communities have found that a consistent world in which multiple stories coexist results in the emergent evolution of content culture by creating a new story through the reinterpretation of existing stories. This phenomenon is typical in Japanese culture among animation and game fans, which supports advanced content culture. We developed a simple paper prototype to realize the above example, and conducted a simple Wizard of Oz (Kelley, 1984) based on the prototype using five participants who were Japanese university students. Some of the participants said, It was an interesting approach to advertise a Haiku contest. The interactivity offered by the interactive poster gave me a deeper impression than the traditional poster, I like Pokémon, so it was great fun for me to play the interactive poster, and I could understand the importance of blood donation and Virtual forms that are pervasively embodied in our daily environments offer an immersive experience of feeling that the fictional story was more realistic. Additionally, the interactivity increased the sense of reality by playing a role in the story. In addition, one of the participants said, I like to create a new story from existing stories. The story needs to define an ideal situation for me by considering a new interpretation of existing stories. The stories meta-story offered a consistent world that was comfortable for me, and it was fun for me to create the meta-story on a social network. In the next step, we develop a more complete working prototype and a larger user study to validate our approach. 7.5. Conclusion and Future Directions The discussions described in this chapter present several important design patterns to keep reality when incorporating gameful digital rhetoric with fictionality into the real world. There are two promising future directions to enhance our approach. The first direction is to use transmedia storytelling to define the meaning of a visual object expressed in a virtual form by using information that has been expressed in other media. The second direction is to offer stronger persuasiveness to satisfy the design patterns described in the chapter. A concept named procedural rhetoric is a promising way to discuss the issue in a more formal way. Using fictional stories in transmedia storytelling is a promising approach for enhancing virtual forms, as we described in Section 6.6. Transmedia storytelling allows a fictional story to be harmonized with the real world by fragmenting the story into multiple media presented at various locations in everyday life. In this case, virtual forms are installed everywhere to embed the fictional stories in the real word. The virtual form becomes a layer to enhance the real world through transmedia storytelling. The story embedded in the virtual forms virtualizes our real world and offers additional enrichment. This approach offers the potential to enhance daily life experiences, and the stories that are immersively embedded in our world encourage us to solve various social problems anytime and anywhere. However, to successfully integrate fictional stories, people will need to feel that those stories are realistic. Past studies show that achieving reality is an important design criterion for successful integration when incorporating virtuality and fictionality in the real world (Sakamoto, et al., 2014) (Sakamoto & Nakajima, 2014). If a person does not feel the reality of the fictional stories, he/she will feel that any additional values | 147 offered by virtual forms do not exist in the real world. The direction is also useful to discuss how fictional stories can be translated for use in the context of different cultures (Sakamoto & Nakajima, 2014). We strongly believe that complete photorealistic and tangible immersion makes embodied fictionality seem realistic. As described in Section 7.3, we have presented several analyses showing that complete photorealistic and tangible immersion is not always necessary for simulating reality when fictionality is embodied in the real world. However, there are some other examples to show that it is easy to lose touch with reality in a fictional story. Even the advanced technologies of the present do not allow us to embody fictionality into the real world with complete photorealistic and tangible immersion. Therefore, it is important to research how collecting and increasing design patterns make people feel the reality of embodied fictionality. Currently, one of the leading theories for how the computational visual form persuades people is Bogosts concept of procedural rhetoric (Bogost, 2007). Bogost has explained that among persuasion strategies embodied in media such as movies and books, procedural rhetoric offers the most powerful persuasion effects. Virtual forms are an underlying infrastructure to offer procedural rhetoric. Digital games usually offer fictional worlds that are separate from the real world, but virtual forms are immersively embodied in the real world, and fictional experiences are tightly integrated into our daily, typical experiences. This means that virtual forms, which are incorporated various kinds of gameful digital rhetoric, become effective tools to influence peoples behavior to alter their lifestyle in a way that is more meaningful and valuable. For designing effective gameful digital rhetoric and virtual forms, it is important to discuss how the design patterns extracted in this chapter should be integrated into future information services. 148 | | 149 Chapter 8 Conclusion and Future Directions 8.1. Conclusion 8.1.1. Dissertation Summary The objective of our research is to navigate people towards human well-being by enhancing the meaning of the real world with information technologies. Especially, we use digital games power to make the navigation process meaningful and valuable because digital games have the power to provide all of the factors to realize human well-being. For future computer science area, we need new methodology for designing and developing meaningful and valuable information services with maintaining human well-being. In this dissertation, we defined gameful digital rhetoric, which includes rhetoric and value as a design abstraction, which considers games power in terms of both the rhetorical and emotional aspects. Gameful digital rhetoric persuades and inspires human behavior and influences emotion through digitally mediated virtual objects incorporated into the real world using information technologies. Gameful digital rhetoric contributes to complements the existing game-related researches to navigate people towards human well-being by enhancing the meaning of the real world. Through the overall dissertation, we showed the usefulness of gameful digital rhetoric through multidisciplinary literature surveys, our experiences in designing and developing information services, and their experiments and analyses dealing with gameful digital rhetoric. In Chapter 2, we proposed two models, GamiRhetoric Model and GamiValue Model. The GamiRhetoric Model defines six frames of rhetoric to examine how to enhance meaning of virtual object and the GamiValue Model defines eight frames to attach value to virtual objects. Additionally, we enhanced these models to apply to navigate people in the real world and created the Rhetoric-based Design Framework and the Value-based Design Framework. We described that each rhetoric and value matches with various theories in the area of psychology, sociology, cultural studies and so on. We introduced case studies named Micro-Crowdfunding and Augmented TCG in Chapter 3 and Chapter 4, and we enhanced these case studies with gameful digital rhetoric. We investigated how to improve navigating collective human behavior in 150 | Microo-Crowdfund ding system by applyingg the Rhetoriic-based Dessign Framew work in Chap pter 5. We allso focused on o enhancing g the Augmennted TCG sy ystem to influ uence humann behavior th hrough virtuaality and ficttionality by using u the Vallue-based Deesign Framew work. Chapteer 7 presentss some desiggn patterns to keep reality when we incorpo orate gamefful digital rrhetoric inclluding fictioonality into th he real world d. As a wholle, our researrch provided d useful guideelines to deaal with incorrporating sem miotic factors with infoormation tecchnologies as a a form oof gameful digital d rhetooric. 8.1.2. 8 Com mbining Rheetoric and Value to Navigate Hu uman Behav vior In thiis section, we w summarizee the relationnship betweeen the Rhetoric-based Deesign Frameework, the Value-based Design Framework Fr aand human behavior. The Rhetorric-based Design D Fram mework is co onsists of fiv ve types of rhhetoric: curious rhetoric, narrative rrhetoric, colllective rhetooric, social rhetoric and d economic rhetoric, ass we mentiioned in Seection 5.5.2. The Valuee-based Design Framew work containns six types of values: empathetic e vvalue, inform mative valuee, aesthetic value, v econom mic value, peersuasive vallue and ideollogical valuee, as we menttioned in Section 6.4. Figure 8.1 Gameeful Digital R Rhetoric and d Human Behavior Navvigation Figurre 8.1 showss a guideline for navigatinng human beehavior with h gameful diggital rhetoricc. The naviggation proceess to change human behavior caan be divid ded in somee stages such as transttheoretical model m presen nted by Proochaska and Velicer (Pro ochaska & V Velicer, 1997). In (Sakaamoto & Nak kajima, 2014 4), navigatioon stages are divided into o four stages : notice, thin nk, act and m maintain. It is i comparativ vely easy forr people to notice n what th he desirable behavior forr them is, buut it is diffiicult to main ntain desirabble behaviorr. When people join som me activitiess, they graduually change their behaviior. The rrhetoric in th he Rhetoric-b based Desiggn Frameworrk works as a basic bridgge between notice n and m maintain. The rhetoric beecomes a siggn for peoplee to notice so omething andd tell the meeaning | 151 of desirable behavior sometimes explicitly and at other time implicitly, which lead people to think about the meaning. For example, people can think about what the required activities to achieve their goal are, how to obtain desirable result from their activities, and why they have to change their current behavior by understanding the meaning of the rhetoric. The rhetoric working as a basic mechanism tells the meaning extrinsically, then, it becomes extrinsic motivation. If people can find out the meaning of the targeted behavior, they act based on the navigation process provided by the rhetoric. In addition, if the rhetoric has some dynamics to indicate the repeating of their activities or keeping their behavior, the navigation process lead people to maintain these activities or behavior. The rhetoric is useful for general navigation because rhetoric can tell people the meaning of the targeted behavior; however, as we stated in Chapter 1, understanding the meaning of the targeted behavior is not always equal to valuable. Adding values is useful to make the extrinsic motivation internalized and it also increases human intrinsic motivation to change human behavior. In (Ryan & Deci, 2000), Ryan and Deci introduce different types of human motivation and provide taxonomy of them. They state that internalized extrinsic motivation is the autonomous form of extrinsic motivation, which leads people to become self-determined. Besides, they argue that intrinsic motivation is referred as the doing of an activity for its inherent satisfactions. As described in Section 6.4.3, we divided the six values in the Value-based Design Framework into two groups. The four values, empathetic value, informative value, aesthetic value, economic value especially contribute to provide internalized extrinsic motivation. If people know that they get these positive values by acting with the targeted behavior, they start to want to act in order to feel these values. We explained that the persuasive value and the ideological value are placed at higher level in the Value-based Design Framework and these two values are useful to encourage people to change their behavior at the later stages of the navigation process of their behavior change. For the people who can feel the persuasive value and the ideological value, the activity itself is meaningful and valuable. These values increase peoples feelings of autonomy and competence, which increase peoples motivation to change their behavior. Then, they do the activities based on their intrinsic motivation; it also helps them to maintain their desirable behavior. These values increase peoples happiness, excitement, satisfaction and comfort, and stimulate their positive emotion through pleasure, personal significance and virtue (Desmet & Pohlmeyer, 2013). The values can be added to respective rhetoric to influence human attitude and behavior. It means that we can design a variety of gameful digital rhetoric. Diverse people take part in collective action and each person whose personality and cultural background are different may have different frame to feel values. The same benefit may not motivate some other people because of the differences of their preference. Therefore, it is desirable to offer a variety of gameful digital rhetoric in one gamified services. If each rhetoric contains different values and the multiple rhetoric are embedded in the real world, the respective gameful digital rhetoric attract diverse people. It is important to encourage diverse people in the case of navigating collective human behavior. 152 | 8.2. Future Directions 8.2.1. From Rhetoric to Value or from Value to Rhetoric In this dissertation, we focused on gamified services which focus mainly on the rhetorical intent, such as educating or inspiring users to do some targeted activities because we aim at navigating human behavior in the real world. In addition to improve information services with a clear intent, such as encouraging tooth brushing or exercises, we can use the rhetoric and the value to design digital games for entertainment. Regarding the gamified services with a clear intent, it is appropriate to focus on considering which rhetoric suits best the intent of the gamified service. With the games for entertainment, it is useful to focus on a variety of values because it is important to provide positive emotions in the case of entertainment. However, there are similarities and differences between rhetoric-focused design and value-focused design. Therefore, we need more improved design guidelines to enhance our frameworks. 8.2.2. Infrastructures for Harmonizing Real World and Virtual World This dissertation provided a framework for navigating collective human behavior through gameful digital rhetoric. In addition to the framework, we need some infrastructures to incorporate gameful digital rhetoric seamlessly into the real world. For instance, an infrastructure like improved Collectivist Crowdsourcing, which supports people to perform micro-tasks to achieve their common goal as described in Chapter 5, contributes to navigate collective human behavior through gameful digital rhetoric. Besides, an infrastructure systematically incorporating virtuality and fictionality into the real world helps to blur the boundary between the real world and the virtual world. Besides, it is useful to create specific design patterns to develop infrastructures for harmonizing the real world and the virtual world. We show some design patterns to keep reality when incorporating gameful digital rhetoric into the real world in Chapter 7. Developing concrete software design patterns by improving our design patterns provided in Chapter 7 also contributes to future information services. 8.3. Gamified Real: Enhance World with Gameful Digital Rhetoric A digital game contains various rhetoric and values. We extracted these rhetoric and values as a form of gameful digital rhetoric. There are also various rhetoric and values in the real world. For example, the relationships among a lot of people countervail the social rhetoric, and the circulation of real money is a kind of the economic rhetoric. Information technologies have enhanced the real world. Regarding collective human behavior, crowdsourcing exploits our social power and enhances our human abilities and possibilities by adding new relationships between people who are located in different places. If we integrate the real world and the virtual world more seamlessly by incorporating gameful digital rhetoric, we can enhance the world more. By incorporating gameful digital rhetoric into the real world, we can achieve meaningful and valuable navigation towards human well-being. Figure 8.2 shows our future vision. | 153 Figure F 8.2 Vision of Gamified G Rea al Well--designed digital games include not only basic game elements but also a lot of aessthetic factorrs such as fantastic f storry and magnnificent scen ne. We argu ue that thesee aesthetic factors f includding virtuality and fiction nality are aut uthentic gamees power. Th he splendid ov overall game world with virtuality an nd fictionalitty attracts a llot of peoplee. 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Applying Pervasive Technologies to Create Economic Incentives that Alter Consumer Behavior. In Proceedings of the 11th International Conference on Ubiquitous Computing. ACM, pp. 175-184. Yamabe, T. & Nakajima, T., 2013. Playful Training with Augmented Reality Games: Case Studies towards Reality-Oriented System Design. International Journal of Multimedia Tools and Applications, 62(1), pp. 259-286. Zuckerman, O. & Gal-Oz, A., 2014. Deconstructing Gamification: Evaluating the Effectiveness of Continuous Measurement, Virtual Rewards, and Social Comparison for Promoting Physical Activaty. Personal and Ubiquitous Computing, 18(7), pp. 1705-1719. | 167 Publication List Journal Papers Mizuki Sakamoto, Tatsuo Nakajima, Todorka Alexandrova: Enhancing Values through Virtuality for Intelligent Artifacts that Influence Human Attitude and Behavior, International Journal of Multimedia Tools and Applications, Sep. 2014. Mizuki Sakamoto, Tatsuo Nakajima: Gamifying Intelligent Daily Environments through Introducing Fictionality, International Journal of Hybrid Information Technology, Vol.7, No.4, pp. 259-276, Jul. 2014. Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Introducing Virtuality to Enhance Game-related Physical Artifacts, International Journal of Smart Home, Vol.8, No.2, pp.137-152, Mar. 2014. International Conferences (Peer Reviewed) Full Paper Mizuki Sakamoto and Tatsuo Nakajima: A Community-based Crowdsourcing Service for Achieving a Sustainable Society through Micro-Level Crowdfunding, In Proc. of The Internet, Policy & Politics Conferences 2014, Sep. 2014. Mizuki Sakamoto, Hairihan Tong, Yefeng Liu, Tatsuo Nakajima, and Sayaka Akioka: Designing Incentives for Community-Based Mobile Crowdsourcing Service Architecture, In Proc. of 25th International Conference on Database and Expert Systems Applications, pp. 17-33, Sep. 2014. (Selected as a Special Issue) Mizuki Sakamoto, Akihito Yoshii, Tatsuo Nakajima, Kohki Ikeuchi, Tomoaki Otsuka, Koh Okada, Fumiko Ishizawa, Akihiro Kobayashi: Human Interaction Issues in a Digital-Physical Hybrid World, In Proc. of the 2nd IEEE International Conference on Cyber-Physical Systems, Networks, and Applications, Aug. 2014. 168 | Mizuki Sakamoto and Tatsuo Nakajima: The GamiMedia Model: Gamifying Content Culture, In Proc. of the 6th International Conference on Cross-Cultural Design, pp. 786-797, Jun. 2014. Mizuki Sakamoto, Tatsuo Nakajima: Gamifying Social Media to Encourage Social Activities with Digital-Physical Hybrid Role-Playing, In Proc. of the 6th International Conference on Social Computing and Social Media, pp. 581-591, Jun. 2014. Mizuki Sakamoto, Tatsuo Nakajima: A Methodology for Gamifying Smart Cities: Navigating Human Behavior and Attitude, In Proc. of the 2nd International Conference on Distributed, Ambient and Pervasive Interactions, pp. 593-604, Jun. 2014. Mizuki Sakamoto, Tatsuo Nakajima: A Better Integration of Fictional Stories into the Real World for Gamifying Daily Life, In Proc. of 1st International Symposium on Simulation & Serious Games 2014, pp. 148-153, May. 2014. Mizuki Sakamoto, Tatsuo Nakajima: Micro-Crowdfunding: Achieving a Sustainable Society through Economic and Social Incentives in Micro-Level Crowdfunding, In Proc. of the 12th International Conference on Mobile and Ubiquitous Multimedia, Article No. 29, Dec. 2013. Mizuki Sakamoto, Tatsuo Nakajima, Sayaka Akioka: Designing Enhanced Daily Artifacts based on the Analysis of Product Promotions using Fictional Animation Stories, In Proc. of the 2013 International Conference on Active Media Technology, pp.266-277, Oct. 2013. Mizuki Sakamoto, Tatsuo Nakajima: Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling, In Proc. of 15th International Conference on Human-Computer Interaction, pp. 587-596, Jul. 2013. Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Analyzing the Effects of Virtualizing and Augmenting Trading Card Game based on the Player's Personality, In Proc. of the 6th International Conference on Advances in Computer-Human Interactions, pp. 348-357, Feb. 2013. Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Augmenting Remote Trading Card Play with Virtual Characters used in Animation and Game Stories - Towards Persuasive and Ambient Transmedia Storytelling -, In Proc. of the 6th International Conference on Advances in Computer-Human Interactions, pp. 168-177, Feb. 2013. Mizuki Sakamoto, Tatsuo Nakajima, Tetsuo Yamabe, Todorka Alexandrova: Incorporating Virtual forms into Traditional Things to Increase Their Values, In Proc. of the 5th International Conference on Human-Centric Computing, pp. 17-24, Sep. 2012. Mizuki Sakamoto, Tatsuo Nakajima, Todorka Alexandrova: Digital-Physical Hybrid Design: Harmonizing the Real World and the Virtual World, In Proc. of 7th International Conference on the Design & Semantics of Form & Movement, pp. 211-222, Apr. 2012. | 169 Connsynn Chye, Mizuki Sakamoto, and Tatsuo Nakajima: An Exergame for Encouraging Martial Arts, In Proc. of the 16th International Conference on Human-Computer Interaction. Applications and Services, pp. 221-232, Jun. 2014. Tatsuo Nakajima, Tetsuo Yamabe, Mizuki Sakamoto: Proactive Ambient Social Media for Supporting Human Decision Making, In Proc. of the 8th international conference on Ubiquitous Intelligence and Computing, pp.25-39, Sep. 2011. Short Paper Mizuki Sakamoto, Tatsuo Nakajima, Yefeng Liu, Todorka Alexandrova: Design and Evaluation of Micro-Crowdfunding: Encouraging Sustainable Behavior in Micro-Level Crowdfunding, In Proc. of the 2013 International Conference on Academic MindTrek, 2013, pp. 162-165, Oct. 2013. Mizuki Sakamoto, Tatsuo Nakajima, Eiji Tokunaga, Todorka Alexandrova: Augmenting Trading Card Game with Empathetic Virtual Characters, In Proc. of the 5th International Conference on Human-Centric Computing, pp. 51-58, Sep. 2012. Mizuki Sakamoto, Tatsuo Nakajima, Tetsuo Yamabe, and Todorka Alexandrova: Harmonizing Virtual forms into Traditional Artifacts to Increase Their Values, In Proc. of the 3rd International Symposium on Ambient Intelligence, pp. 207-211, Mar. 2012. Tatsuo Nakajima, Tetsuo Yamabe, Todorka Alexandrova, Mizuki Sakamoto: Digital-Physical Hybrid Design: Enhancing Real Worlds with Augmented Reality, IEEE International Conference on Service-Oriented Computing and Applications, pp.1-6, Dec. 2011. Poster Paper Mizuki Sakamoto, Tatsuo Nakajima, Sayaka Akioka: Promoting Consumer Products with Fictional Stories, In Proc. of 15th International Conference on Human-Computer Interaction, pp.719-723, Jul. 2013. Mizuki Sakamoto, Tatsuo Nakajima: An Analysis of Composing Multiple Fictional Stories and Its Future Possibility, In Proc. of 15th International Conference on Human-Computer Interaction, pp. 555-559, Jul. 2013. Mizuki Sakamoto, Tatsuo Nakajima, Yefeng Liu, Todorka Alexandrova: Achieving Sustainable Society through Micro-level Crowdfunding, In Proc. of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp.1443-1448, Apr. 2013. Mizuki Sakamoto, Tatsuo Nakajima and Todorka Alexandrova: Augmenting Trading Card Game: Playing against Virtual Characters used in Fictional Stories, In Proceedings of the 9th Advances in Computer Entertainment Conference, pp. 549-552, Nov. 2012. Mizuki Sakamoto, Tatsuo Nakajima, and Todorka Alexandrova: Value-Based Design for Gamifying Daily Activities, 11th International Conference on Entertainment Computing, ICEC 2012, pp. 421-424, Sep. 2012. 170 | Mizuki Sakamoto, Tatsuo Nakajima, Eiji Tokunaga, Hiroaki Kimura, Todorka Alexandrova: Augmenting Remote Trading Card Play, In Proc. of ACM International Conference on Designing Interactive Systems, Jun. 2012. Koh Okada, Fumiko Ishizawa, Akihiro Kobayashi, Akihito Yoshii, Mizuki Sakamoto and Tatsuo Nakajima: Virtual Drum: Ubiquitous and Playful Drum Playing, In Proc. of IEEE 3rd Global Conference on Consumer Electronics, Oct. 2014. Kohki Ikeuchi, Tomoaki Otsuka, Akihito Yoshii, Mizuki Sakamoto, Tatsuo Nakajima: KinecDrone: Enhancing Somatic Sensation to Fly in the Sky with Kinect and AR.Drone, In Proc. of the 5th Augmented Human International Conference, Article No. 53, Mar. 2014. Domestic Conferences (Peer Reviewed) Gamified Real 2014 pp. 63-66 2014 8 Hairihan Tong 2014 2013 2012 2015 2013 2013 3 8 3 2014 Awards Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Best Paper Award, Augmenting Remote Trading Card Play with Virtual Characters used in Animation and Game Stories, The 6th International Conference on Advances in Computer-Human Interactions, Feb. 2013. Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima: Best Paper Award, Analyzing the Effects of Virtualizing and Augmenting Trading Card Game based on the Player's Personality, The 6th International Conference on Advances in Computer-Human Interactions, Feb. 2013. Mizuki Sakamoto: Google Anita Borg Memorial Scholarship Asia Scholar's Award, Sep. 2012. | 171 Mizuki Sakamoto, Tatsuo Nakajima, Tetsuo Yamabe, Todorka Alexandrova: Best Paper Award, Incorporating Virtual forms into Traditional Things to Increase Their Values, The 5th International Conference on Human-Centric Computing, Sep. 2012. Gamified Real 2014 2014 8 Micro-Crowdfunding: Achieving a Sustainable Society through Economic and Social Incentives in Micro-Level Crowdfunding 2014 3 Others Commentary Vol. 55 No.9 CPS 594 pp.934 - 938, 2014 9 Lecture Gamified Real - Improving our Quality of Life with Game's Power 2014 75 2013 3 Research Grant DC2 3 172 |