Designing a Game to Model Consumer Misbehavior

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DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The University of Tokyo, September, 2007
Volume: 4
ISBN / ISNN: ISSN 2342-9666


Traditionally, computer games have been used for entertainment and more recently, education. However, the potential for games to be used in other contexts is now becoming an area of interest for researchers. We propose that games can be used in areas such as social behavior research, particularly in the area of consumer misbehavior. Using game design that supports research problems and provides an affective, engaging experience for players who participate in the research allows for the exploration of problems that have previously been difficult to address for social behavior researchers.