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Designing a game to model consumer misbehavior

Research output: Contribution to conference (non-published works)Paperpeer-review

Abstract

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.

Original languageEnglish
Pages482-488
Number of pages7
Publication statusPublished - 2007
Externally publishedYes
Event3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 - Tokyo, Japan
Duration: 24 Sept 200728 Sept 2007

Conference

Conference3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007
Country/TerritoryJapan
CityTokyo
Period24/09/0728/09/07

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

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