%0 Conference Proceedings %T Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games %+ Eindhoven University of Technology [Eindhoven] (TU/e) %+ Amsterdam University of Applied Sciences %+ Queensland College of Art (QCA) %A Kors, Martijn %A Millenaar, Karel %A Spek, Erik %A Ferri, Gabriele %A Schouten, Ben %A Marsh, Tim %Z Part 9: Workshops and Tutorials %< avec comité de lecture %( Lecture Notes in Computer Science %B 16th International Conference on Entertainment Computing (ICEC) %C Tsukuba City, Japan %Y Nagisa Munekata %Y Itsuki Kunita %Y Junichi Hoshino %I Springer International Publishing %3 Entertainment Computing – ICEC 2017 %V LNCS-10507 %P 497-501 %8 2017-09-18 %D 2017 %R 10.1007/978-3-319-66715-7_71 %Z Computer Science [cs]Conference papers %X Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also designed (or framed) to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we still lack the design strategies and best-practices that could support in the design of these ‘immersive persuasive games’. To address this still-unexplored and fragmented design space, we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences, we construct a body of knowledge, built exemplar work and distil best-practices to formulate design strategies for the design of immersive persuasive games. %G English %Z TC 14 %2 https://inria.hal.science/hal-01771299/document %2 https://inria.hal.science/hal-01771299/file/978-3-319-66715-7_71_Chapter.pdf %L hal-01771299 %U https://inria.hal.science/hal-01771299 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-10507