book:positive_computing:7_motivation_engagement_and_flow
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I can hear the threatening moans of the undead gaining on me from behind. Picking up the pace, I break into a run, and my heart quickens. I round a sharp corner, cut through the park, and finally welcome the reassuring news through my earbuds: " | I can hear the threatening moans of the undead gaining on me from behind. Picking up the pace, I break into a run, and my heart quickens. I round a sharp corner, cut through the park, and finally welcome the reassuring news through my earbuds: " | ||
- | Jogging for your life in the midst of a zombie apocalypse is just one of the many ingenious ways designers have conceived to get people motivated in the modern world.1 The reality is, I’m not the Nike+ type (Dorian, here). I don’t feel like an amazing athlete, not even with a wristband or strategically triggered applause. But immerse me with agency in the unfolding of a satirical suspense narrative, and I’ve managed a heart-pumping run through the neighborhood?all before breakfast. | + | Jogging for your life in the midst of a zombie apocalypse is just one of the many ingenious ways designers have conceived to get people motivated in the modern world.1 The reality is, I’m not the Nike+ type (Dorian, here). I don’t feel like an amazing athlete, not even with a wristband or strategically triggered applause. But immerse me with agency in the unfolding of a satirical suspense narrative, and I’ve managed a heart-pumping run through the neighborhood |
Motivation and wellbeing intermingle in sophisticated ways. Not only is motivation fundamental to taking any kind of positive action, but the absence of it is a hallmark of depression. Clearly, a life rich in motivation is more rewarding than life without. | Motivation and wellbeing intermingle in sophisticated ways. Not only is motivation fundamental to taking any kind of positive action, but the absence of it is a hallmark of depression. Clearly, a life rich in motivation is more rewarding than life without. | ||
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Motivational theories, too numerous to cover here, have generally focused on either social underpinnings, | Motivational theories, too numerous to cover here, have generally focused on either social underpinnings, | ||
- | ==== Intrinsic and Extrinsic Motivation?a Sibling Rivalry ==== | + | ==== Intrinsic and Extrinsic Motivation |
If I engage in an activity because it’s fun, I am said to be intrinsically motivated. In a sense, the activity is its own reward. If I engage because I fear the stick or crave the carrot, I am said to be extrinsically motivated. The carrot represents a reward separate to the task (e.g., money, points, or approval), and the stick is, of course, a punishment (e.g., exclusion, demotion, or imprisonment), | If I engage in an activity because it’s fun, I am said to be intrinsically motivated. In a sense, the activity is its own reward. If I engage because I fear the stick or crave the carrot, I am said to be extrinsically motivated. The carrot represents a reward separate to the task (e.g., money, points, or approval), and the stick is, of course, a punishment (e.g., exclusion, demotion, or imprisonment), | ||
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- | At the foundation of modern motivational theory sits Abraham Maslow’s (1943) hierarchy of human needs. According to this influential theory, we are driven by five levels of needs: "It is quite true that man lives by bread alone?when there is no bread. But what happens to man’s desires when there is plenty of bread and when his belly is chronically filled?" | + | At the foundation of modern motivational theory sits Abraham Maslow’s (1943) hierarchy of human needs. According to this influential theory, we are driven by five levels of needs: "It is quite true that man lives by bread alone --when there is no bread. But what happens to man’s desires when there is plenty of bread and when his belly is chronically filled?" |
- Physiological needs, such as food, air, and sleep are primary. Only when these needs are met (and, Maslow argues, they generally are outside of emergency situations) can humans move on to other needs. | - Physiological needs, such as food, air, and sleep are primary. Only when these needs are met (and, Maslow argues, they generally are outside of emergency situations) can humans move on to other needs. | ||
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In the search for fundamental human needs, others have followed Maslow. Steven Reiss (2004) has proposed a set of 16 basic desires, most of which can be filed into Maslow’s hierarchy, with the exception, perhaps, of idealism, power, and vengeance. More recent theories on human motivation have given concepts related to autonomy and competence a more central role, such as Ryan and Deci’s SDT mentioned in chapter 2. Also among the most notable is the work of Carol Dweck. | In the search for fundamental human needs, others have followed Maslow. Steven Reiss (2004) has proposed a set of 16 basic desires, most of which can be filed into Maslow’s hierarchy, with the exception, perhaps, of idealism, power, and vengeance. More recent theories on human motivation have given concepts related to autonomy and competence a more central role, such as Ryan and Deci’s SDT mentioned in chapter 2. Also among the most notable is the work of Carol Dweck. | ||
- | ==== "I Think I Am" versus "I Think I Can"?Fixed and Growth Mindsets ==== | + | ==== "I Think I Am" versus "I Think I Can" |
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These findings can also inform the design of applications that help people set and follow up with goals. Goal-setting tools span a broad spectrum, including those that draw explicitly on psychological theory as well as those that focus more on technical sophistication. What Dweck’s research shows us with regard to wellbeing is that it’s not just the goals you set that are important, but how you think about them and about yourself in relation to them. Therefore, goal-setting tools can impact wellbeing not only by supporting wellness-related goals (I vow to run more or eat better), but also in terms of how they support thinking around goal setting. Trash talk, leaderboards, | These findings can also inform the design of applications that help people set and follow up with goals. Goal-setting tools span a broad spectrum, including those that draw explicitly on psychological theory as well as those that focus more on technical sophistication. What Dweck’s research shows us with regard to wellbeing is that it’s not just the goals you set that are important, but how you think about them and about yourself in relation to them. Therefore, goal-setting tools can impact wellbeing not only by supporting wellness-related goals (I vow to run more or eat better), but also in terms of how they support thinking around goal setting. Trash talk, leaderboards, | ||
- | ==== Goal Setting?Implications for Wellbeing ==== | + | ==== Goal Setting |
Goal-setting theory has provided a framework for investigation into how and under what circumstances defining goals influences things such as performance, | Goal-setting theory has provided a framework for investigation into how and under what circumstances defining goals influences things such as performance, | ||
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Clearly, technology designed to promote motivation and wellbeing through goal setting must keep in mind the need for balance and be skeptical of overly simplistic views of goal-setting psychology. As always, a technology team’s greatest safeguard is collaboration with mental health professionals. | Clearly, technology designed to promote motivation and wellbeing through goal setting must keep in mind the need for balance and be skeptical of overly simplistic views of goal-setting psychology. As always, a technology team’s greatest safeguard is collaboration with mental health professionals. | ||
- | There is still much investigation to be done around the effects of various types of tracking, goal setting, self-evaluation, | + | There is still much investigation to be done around the effects of various types of tracking, goal setting, self-evaluation, |
==== Social Motivators ==== | ==== Social Motivators ==== | ||
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Consolvo (2009b) argues that technologies that support behavior change should support impression management, the individual’s movement between Goffman’s " | Consolvo (2009b) argues that technologies that support behavior change should support impression management, the individual’s movement between Goffman’s " | ||
- | The combination of Goffman’s work and cognitive dissonance theory (Festinger, 1957) provides a useful framework for the design of behavior-change applications, | + | The combination of Goffman’s work and cognitive dissonance theory (Festinger, 1957) provides a useful framework for the design of behavior-change applications, |
Moreover, as mentioned in the chapter on positive emotions, denying negative feelings or enforcing positive thinking via affirmations can have damaging effects to wellbeing. Moreover, there will be cases in which some people’s personal health goals are self-destructive (as in the case of those with anorexia, for example). As part of future research in personal informatics, | Moreover, as mentioned in the chapter on positive emotions, denying negative feelings or enforcing positive thinking via affirmations can have damaging effects to wellbeing. Moreover, there will be cases in which some people’s personal health goals are self-destructive (as in the case of those with anorexia, for example). As part of future research in personal informatics, | ||
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As described in chapter 4, there are other approaches to supporting motivation for behavior change. One that has rapidly gained popularity among those working on population-wide wellbeing initiatives goes by the name of the book that popularized it: Nudge. | As described in chapter 4, there are other approaches to supporting motivation for behavior change. One that has rapidly gained popularity among those working on population-wide wellbeing initiatives goes by the name of the book that popularized it: Nudge. | ||
- | ===== Nudging Positive Change?Designers as Choice Architects ===== | + | ===== Nudging Positive Change |
Nudge theory can be applied to technology design, but it has been more famously positioned as a model for public policy with the distinct aim to improve organizations and society. | Nudge theory can be applied to technology design, but it has been more famously positioned as a model for public policy with the distinct aim to improve organizations and society. | ||
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* Emotional engagement is assessed by detecting supportive emotions (e.g., interest) and the absence of negative, withdrawal emotions (e.g., anxiety or boredom). | * Emotional engagement is assessed by detecting supportive emotions (e.g., interest) and the absence of negative, withdrawal emotions (e.g., anxiety or boredom). | ||
* Cognitive engagement is demonstrated when the student uses sophisticated rather than superficial learning strategies. | * Cognitive engagement is demonstrated when the student uses sophisticated rather than superficial learning strategies. | ||
- | * Behavioral engagement is generally assessed by observing concentration, | + | * Behavioral engagement is generally assessed by observing concentration, |
* Agentic engagement is signaled by the student’s active contribution to her learning experience (e.g., through creativity and innovation). | * Agentic engagement is signaled by the student’s active contribution to her learning experience (e.g., through creativity and innovation). | ||
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So do videogames increase or decrease wellbeing? According to research, the answer is: both. Our challenge is to pull apart the fibers of the digital gaming experience until we can better understand which characteristics improve wellbeing in what contexts and which don’t. | So do videogames increase or decrease wellbeing? According to research, the answer is: both. Our challenge is to pull apart the fibers of the digital gaming experience until we can better understand which characteristics improve wellbeing in what contexts and which don’t. | ||
- | When it comes to books, whether reading improves or decreases your wellbeing depends largely on content. With videogames, content is significant, | + | When it comes to books, whether reading improves or decreases your wellbeing depends largely on content. With videogames, content is significant, |
Exposure to violent videogames has consistently been shown to increase aggression, desensitize to violence, and reduce prosocial behavior. For example, a recent meta-analytic review (Anderson et al., 2010) concludes that "the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior." | Exposure to violent videogames has consistently been shown to increase aggression, desensitize to violence, and reduce prosocial behavior. For example, a recent meta-analytic review (Anderson et al., 2010) concludes that "the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior." | ||
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Carmen Russoniello, | Carmen Russoniello, | ||
- | This impact suggests that games are still largely untapped for positive-computing research and design. Of course, in the midst of our enthusiasm, we must still be careful to resist sweeping generalizations. That some studies have shown that some specific casual games can decrease stress and depression is very significant and means we can design for that outcome?but it doesn’t follow that all games or even all casual games do this for all people or that secondary effects may not also emerge. | + | This impact suggests that games are still largely untapped for positive-computing research and design. Of course, in the midst of our enthusiasm, we must still be careful to resist sweeping generalizations. That some studies have shown that some specific casual games can decrease stress and depression is very significant and means we can design for that outcome |
By way of anecdotal illustration, | By way of anecdotal illustration, | ||
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- | The Zombies, Run! game, alluded to at the start of this chapter, is one of a multitude of apps and " | + | The Zombies, Run! game, alluded to at the start of this chapter, is one of a multitude of apps and " |
- | Uplifted, created by the United Kingdom’s Channel 4 for promoting positive emotions, takes a slightly different approach and embeds moments of positive reflection into an Angry Birds?style casual game. The game and reflection are thematically linked but not intrinsically linked as they occur separately and have little bearing on one another. | + | Uplifted, created by the United Kingdom’s Channel 4 for promoting positive emotions, takes a slightly different approach and embeds moments of positive reflection into an Angry Birds -- style casual game. The game and reflection are thematically linked but not intrinsically linked as they occur separately and have little bearing on one another. |
Other approaches engage our self-determined extrinsic motivation by helping us to articulate and track goals, be they larger goals (I will eat healthier) or smaller subgoals (I will chug a glass of water every morning) in aid of closing the gap between our behavior and our goals and values. | Other approaches engage our self-determined extrinsic motivation by helping us to articulate and track goals, be they larger goals (I will eat healthier) or smaller subgoals (I will chug a glass of water every morning) in aid of closing the gap between our behavior and our goals and values. | ||
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==== References ==== | ==== References ==== | ||
- | + | | |
- | | + | * Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82. |
- | * Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74?82. | + | * Calvo, R. A., & D’Mello, S. (2010). Affect Detection: An Interdisciplinary Review of Models, |
- | * Calvo, R. A., & D’Mello, S. (2010). Affect Detection: An Interdisciplinary Review of Models, | + | |
* Calvo, R. A., Peters, D., Johnson, D., & Rogers, Y. (2014). Autonomy in technology design. In CHI’14 extended abstracts on human factors in computing systeMs. New York: ACM. | * Calvo, R. A., Peters, D., Johnson, D., & Rogers, Y. (2014). Autonomy in technology design. In CHI’14 extended abstracts on human factors in computing systeMs. New York: ACM. | ||
- | * Christakis, N. A., & Fowler, J. H. (2007). The spread of obesity in a large social network over 32 years. New England Journal of Medicine, 357(4), 370?379. | + | * Christakis, N. A., & Fowler, J. H. (2007). The spread of obesity in a large social network over 32 years. New England Journal of Medicine, 357(4), 370-379. |
* Christenson, | * Christenson, | ||
- | * Consolvo, S. (2009a). Designing for behavior change in everyday life. IEEE Computer, 42(6), 100?103. | + | * Consolvo, S. (2009a). Designing for behavior change in everyday life. IEEE Computer, 42(6), 100-103. |
- | * Consolvo, S. (2009b). Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (pp. 405?414). New York: ACM. | + | * Consolvo, S. (2009b). Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (pp. 405-414). New York: ACM. |
- | * Consolvo, S., & Everitt, K. (2006). Design requirements for technologies that encourage physical activity. In CHI ’06 proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 457?466). New York: ACM. | + | * Consolvo, S., & Everitt, K. (2006). Design requirements for technologies that encourage physical activity. In CHI ’06 proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 457-466). New York: ACM. |
* Csikszentmihalyi, | * Csikszentmihalyi, | ||
* Dourish, P. (2004). Where the action is: The foundations of embodied interaction. Cambridge, MA: MIT Press. | * Dourish, P. (2004). Where the action is: The foundations of embodied interaction. Cambridge, MA: MIT Press. | ||
* Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Ballantine Books. | * Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Ballantine Books. | ||
- | * Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological Review, 95(2), 256?273. | + | * Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological Review, 95(2), 256-273. |
* Engeser, S. (Ed.). (2012). Advances in flow research. New York: Springer. | * Engeser, S. (Ed.). (2012). Advances in flow research. New York: Springer. | ||
* Festinger, L. (1957). The theory of cognitive dissonance. Stanford, CA: Stanford University Press. | * Festinger, L. (1957). The theory of cognitive dissonance. Stanford, CA: Stanford University Press. | ||
- | * Fogg, B. J. (2009). A behavior model for persuasive design. Paper presented at Persuasive 2009, 4th International Conference on Persuasive Technology. Claremont, CA. April 26?29. | + | * Fogg, B. J. (2009). A behavior model for persuasive design. Paper presented at Persuasive 2009, 4th International Conference on Persuasive Technology. Claremont, CA. April 26-29. |
* Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. (2011). Gartner Newsroom, April 12. http:// | * Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. (2011). Gartner Newsroom, April 12. http:// | ||
- | * Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., … Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, | + | * Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., … Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, |
* Goffman, E. (1959). The presentation of self in everyday life. Garden City, NY: Doubleday. | * Goffman, E. (1959). The presentation of self in everyday life. Garden City, NY: Doubleday. | ||
* Graham, S., & Weiner, B. (2012). Motivation: Past, present and future. In K.R. Harris., S. Graham., & T. Urdan (Eds), APA educational psychology handbook (pp. 367-398). APA: Washington. | * Graham, S., & Weiner, B. (2012). Motivation: Past, present and future. In K.R. Harris., S. Graham., & T. Urdan (Eds), APA educational psychology handbook (pp. 367-398). APA: Washington. | ||
- | * Greene, D., & Lepper, M. R. (1974). Effects of extrinsic rewards on children’s subsequent intrinsic interest. Child Development, | + | * Greene, D., & Lepper, M. R. (1974). Effects of extrinsic rewards on children’s subsequent intrinsic interest. Child Development, |
- | * Grafsgaard, J. F., Wiggins, J. B., Boyer, K. E., Wiebe, E. N., & Lester, J. C. (2013). Automatically recognizing facial expression: predicting engagement and frustration. In S. D’Mello, S. K., Calvo, R. A., & Olney, A. (eds.), Proceedings of the 6th International Conference on Educational Data Mining. July 6?9, in Memphis, Tennessee, USA. | + | * Grafsgaard, J. F., Wiggins, J. B., Boyer, K. E., Wiebe, E. N., & Lester, J. C. (2013). Automatically recognizing facial expression: predicting engagement and frustration. In S. D’Mello, S. K., Calvo, R. A., & Olney, A. (eds.), Proceedings of the 6th International Conference on Educational Data Mining. July 6-9, in Memphis, Tennessee, USA. |
- | * Greitemeyer, | + | * Greitemeyer, |
- | * Iskender, M., & Akin, A. (2011). Self-compassion and Internet addiction. TOJET, 10(3), 215?221. | + | * Iskender, M., & Akin, A. (2011). Self-compassion and Internet addiction. TOJET, 10(3), 215-221. |
- | * Johnson, D., Jones, C., Scholes, L., & Colder Carras, M. (2013). Videogames and wellbeing: A comprehensive review (pp. 1?37). Melbourne, AU: Young and Well Cooperative Research Centre. | + | * Johnson, D., Jones, C., Scholes, L., & Colder Carras, M. (2013). Videogames and wellbeing: A comprehensive review (pp. 1-37). Melbourne, AU: Young and Well Cooperative Research Centre. |
- | * Kayes, D. C. (2004). The 1996 Mount Everest climbing disaster: The breakdown of learning in teams. Human Relations, 57(10), 1263?1284. | + | * Kayes, D. C. (2004). The 1996 Mount Everest climbing disaster: The breakdown of learning in teams. Human Relations, 57(10), 1263-1284. |
* Koster, R. (2013). A theory of fun in game design. Phoenix: Paraglyph Press. | * Koster, R. (2013). A theory of fun in game design. Phoenix: Paraglyph Press. | ||
- | * Kuss, D. J., & Griffiths, M. D. (2011). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278?296. | + | * Kuss, D. J., & Griffiths, M. D. (2011). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296. |
- | * Liem, G. A. D., & Martin, A. J. (2012). The Motivation and Engagement Scale: Theoretical framework, psychometric properties, and applied yields. Australian Psychologist, | + | * Liem, G. A. D., & Martin, A. J. (2012). The Motivation and Engagement Scale: Theoretical framework, psychometric properties, and applied yields. Australian Psychologist, |
- | * Locke, E., & Latham, G. (2006). New directions in goal-setting theory. Directions in Psychological Science, 15(5), 265?268. | + | * Locke, E., & Latham, G. (2006). New directions in goal-setting theory. Directions in Psychological Science, 15(5), 265-268. |
- | * Lyubomirsky, | + | * Lyubomirsky, |
- | * Martin, A. J. (2007). Examining a multidimensional model of student motivation and engagement using a construct validation approach. British Journal of Educational Psychology, 77(2), 413?440. | + | * Martin, A. J. (2007). Examining a multidimensional model of student motivation and engagement using a construct validation approach. British Journal of Educational Psychology, 77(2), 413-440. |
- | * Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370?396. | + | * Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370-396. |
* Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Thousand Oaks, CA: Sage. | * Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Thousand Oaks, CA: Sage. | ||
- | * Nakamura, J., & Csikszentmihalyi, | + | * Nakamura, J., & Csikszentmihalyi, |
- | * Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of General Psychology, 8(3), 179?193. | + | * Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of General Psychology, 8(3), 179-193. |
- | * Rogers, Y. (2006). Moving on from Weiser’s vision of calm computing: Engaging ubicomp experiences. Proceedings of the 8th International Conference of Ubiquitous Computing, Orange County, CA, USA, September 17?21 (pp. 404?418). Heidelberg: Springer. | + | * Rogers, Y. (2006). Moving on from Weiser’s vision of calm computing: Engaging ubicomp experiences. Proceedings of the 8th International Conference of Ubiquitous Computing, Orange County, CA, USA, September 17-21 (pp. 404-418). Heidelberg: Springer. |
- | * Russoniello, | + | * Russoniello, |
- | * Ryan, R., & Deci, E. (2000). Intrinsic and extrinsic motivations: | + | * Ryan, R., & Deci, E. (2000). Intrinsic and extrinsic motivations: |
- | * Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: Engagement modes, flow experience, and personality orientations. Computers in Human Behavior, 22, 899?916. doi: | + | * Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: Engagement modes, flow experience, and personality orientations. Computers in Human Behavior, 22, 899-916. doi: |
- | * Street, H. (2002). Exploring relationships between goal setting, goal pursuit, and depression: A review. Australian Psychologist, | + | * Street, H. (2002). Exploring relationships between goal setting, goal pursuit, and depression: A review. Australian Psychologist, |
* Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. New Haven, CT: Yale University Press. | * Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. New Haven, CT: Yale University Press. | ||
- | * Velez, J. A., Mahood, C., Ewoldsen, D. R., & Moyer-Guse, E. (2012). Ingroup versus outgroup conflict in the context of violent video game: The effect of cooperation on increased helping and decreased aggression. Communication Research, (August): 1?20. | + | * Velez, J. A., Mahood, C., Ewoldsen, D. R., & Moyer-Guse, E. (2012). Ingroup versus outgroup conflict in the context of violent video game: The effect of cooperation on increased helping and decreased aggression. Communication Research, (August): 1-20. |
- | * Wegner, D. M., Schneider, D. J., Carter, S. R., & White, T. L. (1987). Paradoxical effects of thought suppression. Journal of Personality, | + | * Wegner, D. M., Schneider, D. J., Carter, S. R., & White, T. L. (1987). Paradoxical effects of thought suppression. Journal of Personality, |
- | * White, J. B., Langer, E. J., Yariv, L., & Welch, J. C. (2006). Frequent social comparisons and destructive emotions and behaviors: The dark side of social comparisons. Journal of Adult Development, | + | * White, J. B., Langer, E. J., Yariv, L., & Welch, J. C. (2006). Frequent social comparisons and destructive emotions and behaviors: The dark side of social comparisons. Journal of Adult Development, |
- | * Yano, K., Lyubomirsky, | + | * Yano, K., Lyubomirsky, |
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I can hear the threatening moans of the undead gaining on me from behind. Picking up the pace, I break into a run, and my heart quickens. I round a sharp corner, cut through the park, and finally welcome the reassuring news through my earbuds: " | I can hear the threatening moans of the undead gaining on me from behind. Picking up the pace, I break into a run, and my heart quickens. I round a sharp corner, cut through the park, and finally welcome the reassuring news through my earbuds: " | ||
- | Jogging for your life in the midst of a zombie apocalypse is just one of the many ingenious ways designers have conceived to get people motivated in the modern world.1 The reality is, I’m not the Nike+ type (Dorian, here). I don’t feel like an amazing athlete, not even with a wristband or strategically triggered applause. But immerse me with agency in the unfolding of a satirical suspense narrative, and I’ve managed a heart-pumping run through the neighborhood?all before breakfast. | + | Jogging for your life in the midst of a zombie apocalypse is just one of the many ingenious ways designers have conceived to get people motivated in the modern world.1 The reality is, I’m not the Nike+ type (Dorian, here). I don’t feel like an amazing athlete, not even with a wristband or strategically triggered applause. But immerse me with agency in the unfolding of a satirical suspense narrative, and I’ve managed a heart-pumping run through the neighborhood-all before breakfast. |
Motivation and wellbeing intermingle in sophisticated ways. Not only is motivation fundamental to taking any kind of positive action, but the absence of it is a hallmark of depression. Clearly, a life rich in motivation is more rewarding than life without. | Motivation and wellbeing intermingle in sophisticated ways. Not only is motivation fundamental to taking any kind of positive action, but the absence of it is a hallmark of depression. Clearly, a life rich in motivation is more rewarding than life without. | ||
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Motivational theories, too numerous to cover here, have generally focused on either social underpinnings, | Motivational theories, too numerous to cover here, have generally focused on either social underpinnings, | ||
- | ==== Intrinsic and Extrinsic Motivation?a Sibling Rivalry ==== | + | ==== Intrinsic and Extrinsic Motivation-a Sibling Rivalry ==== |
If I engage in an activity because it’s fun, I am said to be intrinsically motivated. In a sense, the activity is its own reward. If I engage because I fear the stick or crave the carrot, I am said to be extrinsically motivated. The carrot represents a reward separate to the task (e.g., money, points, or approval), and the stick is, of course, a punishment (e.g., exclusion, demotion, or imprisonment), | If I engage in an activity because it’s fun, I am said to be intrinsically motivated. In a sense, the activity is its own reward. If I engage because I fear the stick or crave the carrot, I am said to be extrinsically motivated. The carrot represents a reward separate to the task (e.g., money, points, or approval), and the stick is, of course, a punishment (e.g., exclusion, demotion, or imprisonment), | ||
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- | At the foundation of modern motivational theory sits Abraham Maslow’s (1943) hierarchy of human needs. According to this influential theory, we are driven by five levels of needs: "It is quite true that man lives by bread alone?when there is no bread. But what happens to man’s desires when there is plenty of bread and when his belly is chronically filled?" Maslow goes on to answer this question with a list of need categories, each prerequisite to the next, suggesting that a new category is " | + | At the foundation of modern motivational theory sits Abraham Maslow’s (1943) hierarchy of human needs. According to this influential theory, we are driven by five levels of needs: "It is quite true that man lives by bread alone-when there is no bread. But what happens to man’s desires when there is plenty of bread and when his belly is chronically filled-" Maslow goes on to answer this question with a list of need categories, each prerequisite to the next, suggesting that a new category is " |
- Physiological needs, such as food, air, and sleep are primary. Only when these needs are met (and, Maslow argues, they generally are outside of emergency situations) can humans move on to other needs. | - Physiological needs, such as food, air, and sleep are primary. Only when these needs are met (and, Maslow argues, they generally are outside of emergency situations) can humans move on to other needs. | ||
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In the search for fundamental human needs, others have followed Maslow. Steven Reiss (2004) has proposed a set of 16 basic desires, most of which can be filed into Maslow’s hierarchy, with the exception, perhaps, of idealism, power, and vengeance. More recent theories on human motivation have given concepts related to autonomy and competence a more central role, such as Ryan and Deci’s SDT mentioned in chapter 2. Also among the most notable is the work of Carol Dweck. | In the search for fundamental human needs, others have followed Maslow. Steven Reiss (2004) has proposed a set of 16 basic desires, most of which can be filed into Maslow’s hierarchy, with the exception, perhaps, of idealism, power, and vengeance. More recent theories on human motivation have given concepts related to autonomy and competence a more central role, such as Ryan and Deci’s SDT mentioned in chapter 2. Also among the most notable is the work of Carol Dweck. | ||
- | ==== "I Think I Am" versus "I Think I Can"?Fixed and Growth Mindsets ==== | + | ==== "I Think I Am" versus "I Think I Can"-Fixed and Growth Mindsets ==== |
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These findings can also inform the design of applications that help people set and follow up with goals. Goal-setting tools span a broad spectrum, including those that draw explicitly on psychological theory as well as those that focus more on technical sophistication. What Dweck’s research shows us with regard to wellbeing is that it’s not just the goals you set that are important, but how you think about them and about yourself in relation to them. Therefore, goal-setting tools can impact wellbeing not only by supporting wellness-related goals (I vow to run more or eat better), but also in terms of how they support thinking around goal setting. Trash talk, leaderboards, | These findings can also inform the design of applications that help people set and follow up with goals. Goal-setting tools span a broad spectrum, including those that draw explicitly on psychological theory as well as those that focus more on technical sophistication. What Dweck’s research shows us with regard to wellbeing is that it’s not just the goals you set that are important, but how you think about them and about yourself in relation to them. Therefore, goal-setting tools can impact wellbeing not only by supporting wellness-related goals (I vow to run more or eat better), but also in terms of how they support thinking around goal setting. Trash talk, leaderboards, | ||
- | ==== Goal Setting?Implications for Wellbeing ==== | + | ==== Goal Setting-Implications for Wellbeing ==== |
Goal-setting theory has provided a framework for investigation into how and under what circumstances defining goals influences things such as performance, | Goal-setting theory has provided a framework for investigation into how and under what circumstances defining goals influences things such as performance, | ||
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Clearly, technology designed to promote motivation and wellbeing through goal setting must keep in mind the need for balance and be skeptical of overly simplistic views of goal-setting psychology. As always, a technology team’s greatest safeguard is collaboration with mental health professionals. | Clearly, technology designed to promote motivation and wellbeing through goal setting must keep in mind the need for balance and be skeptical of overly simplistic views of goal-setting psychology. As always, a technology team’s greatest safeguard is collaboration with mental health professionals. | ||
- | There is still much investigation to be done around the effects of various types of tracking, goal setting, self-evaluation, | + | There is still much investigation to be done around the effects of various types of tracking, goal setting, self-evaluation, |
==== Social Motivators ==== | ==== Social Motivators ==== | ||
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Consolvo (2009b) argues that technologies that support behavior change should support impression management, the individual’s movement between Goffman’s " | Consolvo (2009b) argues that technologies that support behavior change should support impression management, the individual’s movement between Goffman’s " | ||
- | The combination of Goffman’s work and cognitive dissonance theory (Festinger, 1957) provides a useful framework for the design of behavior-change applications, | + | The combination of Goffman’s work and cognitive dissonance theory (Festinger, 1957) provides a useful framework for the design of behavior-change applications, |
Moreover, as mentioned in the chapter on positive emotions, denying negative feelings or enforcing positive thinking via affirmations can have damaging effects to wellbeing. Moreover, there will be cases in which some people’s personal health goals are self-destructive (as in the case of those with anorexia, for example). As part of future research in personal informatics, | Moreover, as mentioned in the chapter on positive emotions, denying negative feelings or enforcing positive thinking via affirmations can have damaging effects to wellbeing. Moreover, there will be cases in which some people’s personal health goals are self-destructive (as in the case of those with anorexia, for example). As part of future research in personal informatics, | ||
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With regard to social influence as a motivator, many current-day apps and websites supply features that allow users to share their milestones and other personal data with others as a way of leveraging the motivational effects of social support and pressure. Of course, the impact of social pressure is not simply always good or always bad. Clearly, the effects of, say, trying to quit smoking may be different depending on whether you are doing it privately or publicly with your friends watching. Peer pressure is notorious in its connotations regarding teen behavior, such as drug use and risk taking. More generally, research by Sonja Lyubomirsky and others (Lyubomirsky & Ross, 1997; White, Langer, Yariv, & Welch, 2006) have highlighted the negative correlation between social comparison and happiness. Furthermore, | With regard to social influence as a motivator, many current-day apps and websites supply features that allow users to share their milestones and other personal data with others as a way of leveraging the motivational effects of social support and pressure. Of course, the impact of social pressure is not simply always good or always bad. Clearly, the effects of, say, trying to quit smoking may be different depending on whether you are doing it privately or publicly with your friends watching. Peer pressure is notorious in its connotations regarding teen behavior, such as drug use and risk taking. More generally, research by Sonja Lyubomirsky and others (Lyubomirsky & Ross, 1997; White, Langer, Yariv, & Welch, 2006) have highlighted the negative correlation between social comparison and happiness. Furthermore, | ||
- | At the same time, a multitude of successful mental health and wellbeing programs, including Alcoholics Anonymous, coming-out programs, and the SuperBetter resilience app, encourage the participant to connect with a sponsor or ally. Positive role models, mentors, and social proof can be just as productively influential as the negative variety can be detrimental. An ongoing research and practice question for positive-computing researchers will be: How can we design to promote positive social influence, while preventing the social validation and spread of destructive patterns? | + | At the same time, a multitude of successful mental health and wellbeing programs, including Alcoholics Anonymous, coming-out programs, and the SuperBetter resilience app, encourage the participant to connect with a sponsor or ally. Positive role models, mentors, and social proof can be just as productively influential as the negative variety can be detrimental. An ongoing research and practice question for positive-computing researchers will be: How can we design to promote positive social influence, while preventing the social validation and spread of destructive patterns- |
===== The Delicate Issue of Persuasion ===== | ===== The Delicate Issue of Persuasion ===== | ||
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As described in chapter 4, there are other approaches to supporting motivation for behavior change. One that has rapidly gained popularity among those working on population-wide wellbeing initiatives goes by the name of the book that popularized it: Nudge. | As described in chapter 4, there are other approaches to supporting motivation for behavior change. One that has rapidly gained popularity among those working on population-wide wellbeing initiatives goes by the name of the book that popularized it: Nudge. | ||
- | ===== Nudging Positive Change?Designers as Choice Architects ===== | + | ===== Nudging Positive Change-Designers as Choice Architects ===== |
Nudge theory can be applied to technology design, but it has been more famously positioned as a model for public policy with the distinct aim to improve organizations and society. | Nudge theory can be applied to technology design, but it has been more famously positioned as a model for public policy with the distinct aim to improve organizations and society. | ||
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* Emotional engagement is assessed by detecting supportive emotions (e.g., interest) and the absence of negative, withdrawal emotions (e.g., anxiety or boredom). | * Emotional engagement is assessed by detecting supportive emotions (e.g., interest) and the absence of negative, withdrawal emotions (e.g., anxiety or boredom). | ||
* Cognitive engagement is demonstrated when the student uses sophisticated rather than superficial learning strategies. | * Cognitive engagement is demonstrated when the student uses sophisticated rather than superficial learning strategies. | ||
- | * Behavioral engagement is generally assessed by observing concentration, | + | * Behavioral engagement is generally assessed by observing concentration, |
* Agentic engagement is signaled by the student’s active contribution to her learning experience (e.g., through creativity and innovation). | * Agentic engagement is signaled by the student’s active contribution to her learning experience (e.g., through creativity and innovation). | ||
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- Intrinsic rewards | - Intrinsic rewards | ||
- | How many technological features are designed to increase productivity, | + | How many technological features are designed to increase productivity, |
Csikszentmihalyi (1997) describes flow as an " | Csikszentmihalyi (1997) describes flow as an " | ||
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When we’re not using our digital devices to engage with learning or work, there’s a good chance we’re using them to play. We’ve been playing games from before we could write (personally and historically), | When we’re not using our digital devices to engage with learning or work, there’s a good chance we’re using them to play. We’ve been playing games from before we could write (personally and historically), | ||
- | So do videogames increase or decrease wellbeing? According to research, the answer is: both. Our challenge is to pull apart the fibers of the digital gaming experience until we can better understand which characteristics improve wellbeing in what contexts and which don’t. | + | So do videogames increase or decrease wellbeing- According to research, the answer is: both. Our challenge is to pull apart the fibers of the digital gaming experience until we can better understand which characteristics improve wellbeing in what contexts and which don’t. |
- | When it comes to books, whether reading improves or decreases your wellbeing depends largely on content. With videogames, content is significant, | + | When it comes to books, whether reading improves or decreases your wellbeing depends largely on content. With videogames, content is significant, |
Exposure to violent videogames has consistently been shown to increase aggression, desensitize to violence, and reduce prosocial behavior. For example, a recent meta-analytic review (Anderson et al., 2010) concludes that "the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior." | Exposure to violent videogames has consistently been shown to increase aggression, desensitize to violence, and reduce prosocial behavior. For example, a recent meta-analytic review (Anderson et al., 2010) concludes that "the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior." | ||
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Carmen Russoniello, | Carmen Russoniello, | ||
- | This impact suggests that games are still largely untapped for positive-computing research and design. Of course, in the midst of our enthusiasm, we must still be careful to resist sweeping generalizations. That some studies have shown that some specific casual games can decrease stress and depression is very significant and means we can design for that outcome?but it doesn’t follow that all games or even all casual games do this for all people or that secondary effects may not also emerge. | + | This impact suggests that games are still largely untapped for positive-computing research and design. Of course, in the midst of our enthusiasm, we must still be careful to resist sweeping generalizations. That some studies have shown that some specific casual games can decrease stress and depression is very significant and means we can design for that outcome-but it doesn’t follow that all games or even all casual games do this for all people or that secondary effects may not also emerge. |
By way of anecdotal illustration, | By way of anecdotal illustration, | ||
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My humble experience is hardly research evidence, but it is illustrative of how multilayered and complex the short- and long-term effects of even apparently simple casual games will be on wellbeing (as well as of how design for optimum profit can come up against design for wellbeing). Inevitably, some design aspects of any technology may contribute to wellbeing, while others may decrease it in parallel. This is what seems to occur with cooperative violent videogames that have been correlated with aggression but also cooperation skills (Greitemeyer, | My humble experience is hardly research evidence, but it is illustrative of how multilayered and complex the short- and long-term effects of even apparently simple casual games will be on wellbeing (as well as of how design for optimum profit can come up against design for wellbeing). Inevitably, some design aspects of any technology may contribute to wellbeing, while others may decrease it in parallel. This is what seems to occur with cooperative violent videogames that have been correlated with aggression but also cooperation skills (Greitemeyer, | ||
- | Game addiction is another serious concern for anyone looking to use games to foster psychological wellbeing, and research has implicated risk factors such as personality traits, motivations for playing, and structural game characteristics (Kuss & Griffiths, 2011). But what if games themselves could be used to build resilience against game addiction while fostering positive engagement? Work uncovering risk factors (Kuss & Griffiths, 2011) and studies on resilience factors (risk of Internet addiction reduced by self-compassion [Iskender & Akin, 2011]) have begun to pave the way. | + | Game addiction is another serious concern for anyone looking to use games to foster psychological wellbeing, and research has implicated risk factors such as personality traits, motivations for playing, and structural game characteristics (Kuss & Griffiths, 2011). But what if games themselves could be used to build resilience against game addiction while fostering positive engagement- Work uncovering risk factors (Kuss & Griffiths, 2011) and studies on resilience factors (risk of Internet addiction reduced by self-compassion [Iskender & Akin, 2011]) have begun to pave the way. |
Although a discussion on addiction is well beyond this book’s scope, the message emerges that if we are to be genuinely effective in leveraging the incredible potential of games for positive computing, we need to work carefully through what will be a slowly unraveling story of psychological impact and an important ongoing area of research. The key to a future of positive games lies in giving these technologies credit for producing highly multifaceted and complex experiences, | Although a discussion on addiction is well beyond this book’s scope, the message emerges that if we are to be genuinely effective in leveraging the incredible potential of games for positive computing, we need to work carefully through what will be a slowly unraveling story of psychological impact and an important ongoing area of research. The key to a future of positive games lies in giving these technologies credit for producing highly multifaceted and complex experiences, | ||
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- | The Zombies, Run! game, alluded to at the start of this chapter, is one of a multitude of apps and " | + | The Zombies, Run! game, alluded to at the start of this chapter, is one of a multitude of apps and " |
- | Uplifted, created by the United Kingdom’s Channel 4 for promoting positive emotions, takes a slightly different approach and embeds moments of positive reflection into an Angry Birds?style casual game. The game and reflection are thematically linked but not intrinsically linked as they occur separately and have little bearing on one another. | + | Uplifted, created by the United Kingdom’s Channel 4 for promoting positive emotions, takes a slightly different approach and embeds moments of positive reflection into an Angry Birds-style casual game. The game and reflection are thematically linked but not intrinsically linked as they occur separately and have little bearing on one another. |
Other approaches engage our self-determined extrinsic motivation by helping us to articulate and track goals, be they larger goals (I will eat healthier) or smaller subgoals (I will chug a glass of water every morning) in aid of closing the gap between our behavior and our goals and values. | Other approaches engage our self-determined extrinsic motivation by helping us to articulate and track goals, be they larger goals (I will eat healthier) or smaller subgoals (I will chug a glass of water every morning) in aid of closing the gap between our behavior and our goals and values. | ||
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- | In 2006, Yvonne Rogers (2006) discussed designing for increased engagement as an alternative to quiet automation for a future of ubiquitous computing. Rogers proposes "a significant shift from proactive computing to proactive people; where UbiComp technologies are designed not to do things for people but to engage them more actively in what they currently do. Rather than calm living[,] it promotes engaged living, where technology is designed to enable people to do what they want, need or never even considered before by acting in and upon the environment." | + | In 2006, Yvonne Rogers (2006) discussed designing for increased engagement as an alternative to quiet automation for a future of ubiquitous computing. Rogers proposes "a significant shift from proactive computing to proactive people; where UbiComp technologies are designed not to do things for people but to engage them more actively in what they currently do. Rather than calm living[,] it promotes engaged living, where technology is designed to enable people to do what they want, need or never even considered before by acting in and upon the environment." |
Although it is generally accepted that there is no way to reliably design an experience of flow (the triggers are too individual), | Although it is generally accepted that there is no way to reliably design an experience of flow (the triggers are too individual), | ||
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==== References ==== | ==== References ==== | ||
- | * Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151?173. | + | * Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. |
- | * Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74?82. | + | * Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82. |
- | * Calvo, R. A., & D’Mello, S. (2010). Affect Detection: An Interdisciplinary Review of Models, | + | * Calvo, R. A., & D’Mello, S. (2010). Affect Detection: An Interdisciplinary Review of Models, |
* Calvo, R. A., Peters, D., Johnson, D., & Rogers, Y. (2014). Autonomy in technology design. In CHI’14 extended abstracts on human factors in computing systeMs. New York: ACM. | * Calvo, R. A., Peters, D., Johnson, D., & Rogers, Y. (2014). Autonomy in technology design. In CHI’14 extended abstracts on human factors in computing systeMs. New York: ACM. | ||
- | * Christakis, N. A., & Fowler, J. H. (2007). The spread of obesity in a large social network over 32 years. New England Journal of Medicine, 357(4), 370?379. | + | * Christakis, N. A., & Fowler, J. H. (2007). The spread of obesity in a large social network over 32 years. New England Journal of Medicine, 357(4), 370-379. |
* Christenson, | * Christenson, | ||
- | * Consolvo, S. (2009a). Designing for behavior change in everyday life. IEEE Computer, 42(6), 100?103. | + | * Consolvo, S. (2009a). Designing for behavior change in everyday life. IEEE Computer, 42(6), 100-103. |
- | * Consolvo, S. (2009b). Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (pp. 405?414). New York: ACM. | + | * Consolvo, S. (2009b). Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (pp. 405-414). New York: ACM. |
- | * Consolvo, S., & Everitt, K. (2006). Design requirements for technologies that encourage physical activity. In CHI ’06 proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 457?466). New York: ACM. | + | * Consolvo, S., & Everitt, K. (2006). Design requirements for technologies that encourage physical activity. In CHI ’06 proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 457-466). New York: ACM. |
* Csikszentmihalyi, | * Csikszentmihalyi, | ||
* Dourish, P. (2004). Where the action is: The foundations of embodied interaction. Cambridge, MA: MIT Press. | * Dourish, P. (2004). Where the action is: The foundations of embodied interaction. Cambridge, MA: MIT Press. | ||
* Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Ballantine Books. | * Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Ballantine Books. | ||
- | * Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological Review, 95(2), 256?273. | + | * Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological Review, 95(2), 256-273. |
* Engeser, S. (Ed.). (2012). Advances in flow research. New York: Springer. | * Engeser, S. (Ed.). (2012). Advances in flow research. New York: Springer. | ||
* Festinger, L. (1957). The theory of cognitive dissonance. Stanford, CA: Stanford University Press. | * Festinger, L. (1957). The theory of cognitive dissonance. Stanford, CA: Stanford University Press. | ||
- | * Fogg, B. J. (2009). A behavior model for persuasive design. Paper presented at Persuasive 2009, 4th International Conference on Persuasive Technology. Claremont, CA. April 26?29. | + | * Fogg, B. J. (2009). A behavior model for persuasive design. Paper presented at Persuasive 2009, 4th International Conference on Persuasive Technology. Claremont, CA. April 26-29. |
* Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. (2011). Gartner Newsroom, April 12. http:// | * Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. (2011). Gartner Newsroom, April 12. http:// | ||
- | * Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., … Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, | + | * Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., … Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, |
* Goffman, E. (1959). The presentation of self in everyday life. Garden City, NY: Doubleday. | * Goffman, E. (1959). The presentation of self in everyday life. Garden City, NY: Doubleday. | ||
* Graham, S., & Weiner, B. (2012). Motivation: Past, present and future. In K.R. Harris., S. Graham., & T. Urdan (Eds), APA educational psychology handbook (pp. 367-398). APA: Washington. | * Graham, S., & Weiner, B. (2012). Motivation: Past, present and future. In K.R. Harris., S. Graham., & T. Urdan (Eds), APA educational psychology handbook (pp. 367-398). APA: Washington. | ||
- | * Greene, D., & Lepper, M. R. (1974). Effects of extrinsic rewards on children’s subsequent intrinsic interest. Child Development, | + | * Greene, D., & Lepper, M. R. (1974). Effects of extrinsic rewards on children’s subsequent intrinsic interest. Child Development, |
- | * Grafsgaard, J. F., Wiggins, J. B., Boyer, K. E., Wiebe, E. N., & Lester, J. C. (2013). Automatically recognizing facial expression: predicting engagement and frustration. In S. D’Mello, S. K., Calvo, R. A., & Olney, A. (eds.), Proceedings of the 6th International Conference on Educational Data Mining. July 6?9, in Memphis, Tennessee, USA. | + | * Grafsgaard, J. F., Wiggins, J. B., Boyer, K. E., Wiebe, E. N., & Lester, J. C. (2013). Automatically recognizing facial expression: predicting engagement and frustration. In S. D’Mello, S. K., Calvo, R. A., & Olney, A. (eds.), Proceedings of the 6th International Conference on Educational Data Mining. July 6-9, in Memphis, Tennessee, USA. |
- | * Greitemeyer, | + | * Greitemeyer, |
- | * Iskender, M., & Akin, A. (2011). Self-compassion and Internet addiction. TOJET, 10(3), 215?221. | + | * Iskender, M., & Akin, A. (2011). Self-compassion and Internet addiction. TOJET, 10(3), 215-221. |
- | * Johnson, D., Jones, C., Scholes, L., & Colder Carras, M. (2013). Videogames and wellbeing: A comprehensive review (pp. 1?37). Melbourne, AU: Young and Well Cooperative Research Centre. | + | * Johnson, D., Jones, C., Scholes, L., & Colder Carras, M. (2013). Videogames and wellbeing: A comprehensive review (pp. 1-37). Melbourne, AU: Young and Well Cooperative Research Centre. |
- | * Kayes, D. C. (2004). The 1996 Mount Everest climbing disaster: The breakdown of learning in teams. Human Relations, 57(10), 1263?1284. | + | * Kayes, D. C. (2004). The 1996 Mount Everest climbing disaster: The breakdown of learning in teams. Human Relations, 57(10), 1263-1284. |
* Koster, R. (2013). A theory of fun in game design. Phoenix: Paraglyph Press. | * Koster, R. (2013). A theory of fun in game design. Phoenix: Paraglyph Press. | ||
- | * Kuss, D. J., & Griffiths, M. D. (2011). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278?296. | + | * Kuss, D. J., & Griffiths, M. D. (2011). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296. |
- | * Liem, G. A. D., & Martin, A. J. (2012). The Motivation and Engagement Scale: Theoretical framework, psychometric properties, and applied yields. Australian Psychologist, | + | * Liem, G. A. D., & Martin, A. J. (2012). The Motivation and Engagement Scale: Theoretical framework, psychometric properties, and applied yields. Australian Psychologist, |
- | * Locke, E., & Latham, G. (2006). New directions in goal-setting theory. Directions in Psychological Science, 15(5), 265?268. | + | * Locke, E., & Latham, G. (2006). New directions in goal-setting theory. Directions in Psychological Science, 15(5), 265-268. |
- | * Lyubomirsky, | + | * Lyubomirsky, |
- | * Martin, A. J. (2007). Examining a multidimensional model of student motivation and engagement using a construct validation approach. British Journal of Educational Psychology, 77(2), 413?440. | + | * Martin, A. J. (2007). Examining a multidimensional model of student motivation and engagement using a construct validation approach. British Journal of Educational Psychology, 77(2), 413-440. |
- | * Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370?396. | + | * Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370-396. |
* Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Thousand Oaks, CA: Sage. | * Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Thousand Oaks, CA: Sage. | ||
- | * Nakamura, J., & Csikszentmihalyi, | + | * Nakamura, J., & Csikszentmihalyi, |
- | * Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of General Psychology, 8(3), 179?193. | + | * Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of General Psychology, 8(3), 179-193. |
- | * Rogers, Y. (2006). Moving on from Weiser’s vision of calm computing: Engaging ubicomp experiences. Proceedings of the 8th International Conference of Ubiquitous Computing, Orange County, CA, USA, September 17?21 (pp. 404?418). Heidelberg: Springer. | + | * Rogers, Y. (2006). Moving on from Weiser’s vision of calm computing: Engaging ubicomp experiences. Proceedings of the 8th International Conference of Ubiquitous Computing, Orange County, CA, USA, September 17-21 (pp. 404-418). Heidelberg: Springer. |
- | * Russoniello, | + | * Russoniello, |
- | * Ryan, R., & Deci, E. (2000). Intrinsic and extrinsic motivations: | + | * Ryan, R., & Deci, E. (2000). Intrinsic and extrinsic motivations: |
- | * Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: Engagement modes, flow experience, and personality orientations. Computers in Human Behavior, 22, 899?916. doi: | + | * Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: Engagement modes, flow experience, and personality orientations. Computers in Human Behavior, 22, 899-916. doi: |
- | * Street, H. (2002). Exploring relationships between goal setting, goal pursuit, and depression: A review. Australian Psychologist, | + | * Street, H. (2002). Exploring relationships between goal setting, goal pursuit, and depression: A review. Australian Psychologist, |
* Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. New Haven, CT: Yale University Press. | * Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. New Haven, CT: Yale University Press. | ||
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- | * Wegner, D. M., Schneider, D. J., Carter, S. R., & White, T. L. (1987). Paradoxical effects of thought suppression. Journal of Personality, | + | * Wegner, D. M., Schneider, D. J., Carter, S. R., & White, T. L. (1987). Paradoxical effects of thought suppression. Journal of Personality, |
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... | ... | ||
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book/positive_computing/7_motivation_engagement_and_flow.1468292013.txt.gz · Last modified: 2016/07/12 11:23 by hkimscil