Padrões Radiantes: Uma proposta para a prática ética do game design que promova o bem-estar
Resumo
Com o crescimento do mercado de games, um novo problema é revelado em todo o mundo: Gaming Disorder. Essa psicopatologia é caracterizada pela condição em que os jogadores dão prioridade máxima à atividade de jogar em relação às demais atividades do dia-a-dia, mesmo que isso traga consequ ências negativas para eles. Existem elementos de design que impulsionam a ocorrência dessa condição, os chamados Dark Patterns. Esses Dark Patterns se opõem aos interesses dos jogadores em favor dos interesses dos desenvolvedores. O presente trabalho busca propor e validar novos padrões de design de jogos denominados Padrões Radiantes, que desencorajam comportamentos viciantes/obsessivos, abrindo espaço para experiências que promovam o bem-estar do jogador. Os Padrões Radiantes buscam satisfazer, dentro dos jogos, as três necessidades psicológicas básicas do jogador (Autonomia, Competência e Relacionamento) com base na Teoria da Autodeterminação.
Palavras-chave:
Dark patterns, Game design, Avaliação, Engajamento, Motivação
Referências
Anderson, R. E. (1992). Acm code of ethics and professional conduct. Communications of the ACM, 35(5):94–99.
Berridge, K. C. (2004). Motivation concepts in behavioral neuroscience. Physiology & behavior, 81(2):179–209.
Blizzard, A. (2019). Social connection in a virtual world.
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., and Pidruzny, J. N. (2009). The development of the game engagement questionnaire: A measure of engagement in video game-playing. Journal of experimental social psychology, 45(4):624–634.
Brühlmann, F. and Schmid, G.-M. (2015). How to measure the game experience? analysis of the factor structure of two questionnaires. In Proceedings of the 33rd annual acm conference extended abstracts on human factors in computing systems, pages 1181–1186.
Charlton, J. P. and Danforth, I. D. (2010). Validating the distinction between computer addiction and engagement: Online game playing and personality. Behaviour & Information Technology, 29(6):601–613.
Creswell, J. W. and Creswell, J. D. (2021). Projeto de pesquisa-: Métodos qualitativo, quantitativo e misto. Penso Editora.
Damásio, A. (2012). O erro de Descartes: emoção, razão e o cérebro humano. Editora Companhia das Letras.
darkpattern.games (2022). Helping you find healthy mobile games. avoid addictive gaming dark patterns.
Esperidião-Antonio, V., Majeski-Colombo, M., Toledo-Monteverde, D., Moraes-Martins, G., Fernandes, J. J., Assis, M. B. d., and Siqueira-Batista, R. (2008). Neurobiologia das emoções. Archives of Clinical Psychiatry (São Paulo), 35(2):55–65.
Google (2019). Change the game: Driving inclusivity and belonging in gaming.
Google (2021). Beyond 2021: Where does gaming go next?
Gotterbarn, D., Miller, K., and Rogerson, S. (1997). Draft software engineeringcode of ethics (version 3). Communications of the ACM, 10(265684.265699).
Harviainen, J. T., Paavilainen, J., and Koskinen, E. (2020). Ayn rand’s objectivist ethics applied to video game business. Journal of Business Ethics, 167(4):761–774.
Heimo, O. I., Harviainen, J. T., Kimppa, K. K., and Mäkilä, T. (2018). Virtual to virtuous money: A virtue ethics perspective on video game business logic. Journal of Business Ethics, 153(1):95–103.
IEEE (2020). Ieee code of ethics.
Kappelman, L. A. (1995). Measuring user involvement: A diffusion of innovation perspective. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 26(2-3):65–86.
Meta (2019). Strategic considerations for mobile gaming engagement campaigns.
O’Brien, H. L. and Toms, E. G. (2008). What is user engagement? a conceptual framework for defining user engagement with technology. Journal of the American society for Information Science and Technology, 59(6):938–955.
O’Brien, H. L. and Toms, E. G. (2010). The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1):50–69.
Organization, W. H. (2020). Addictive behaviours: Gaming disorder.
Peters, D., Calvo, R. A., and Ryan, R. M. (2018). Designing for motivation, engagement and wellbeing in digital experience. Frontiers in psychology, 9:797.
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. (2010). A motivational model of video game engagement. Review of general psychology, 14(2):154–166.
Ryan, R. M. and Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1):68.
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., and King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6):553–568.
Wijman, T. N. (2021). Google and newzoo – beyond 2021: Where does gaming go next?
Yang, Q. and Gong, X. (2021). The engagement–addiction dilemma: an empirical evaluation of mobile user interface and mobile game affordance. Internet Research.
Zagal, J. P., Björk, S., and Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
Berridge, K. C. (2004). Motivation concepts in behavioral neuroscience. Physiology & behavior, 81(2):179–209.
Blizzard, A. (2019). Social connection in a virtual world.
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., and Pidruzny, J. N. (2009). The development of the game engagement questionnaire: A measure of engagement in video game-playing. Journal of experimental social psychology, 45(4):624–634.
Brühlmann, F. and Schmid, G.-M. (2015). How to measure the game experience? analysis of the factor structure of two questionnaires. In Proceedings of the 33rd annual acm conference extended abstracts on human factors in computing systems, pages 1181–1186.
Charlton, J. P. and Danforth, I. D. (2010). Validating the distinction between computer addiction and engagement: Online game playing and personality. Behaviour & Information Technology, 29(6):601–613.
Creswell, J. W. and Creswell, J. D. (2021). Projeto de pesquisa-: Métodos qualitativo, quantitativo e misto. Penso Editora.
Damásio, A. (2012). O erro de Descartes: emoção, razão e o cérebro humano. Editora Companhia das Letras.
darkpattern.games (2022). Helping you find healthy mobile games. avoid addictive gaming dark patterns.
Esperidião-Antonio, V., Majeski-Colombo, M., Toledo-Monteverde, D., Moraes-Martins, G., Fernandes, J. J., Assis, M. B. d., and Siqueira-Batista, R. (2008). Neurobiologia das emoções. Archives of Clinical Psychiatry (São Paulo), 35(2):55–65.
Google (2019). Change the game: Driving inclusivity and belonging in gaming.
Google (2021). Beyond 2021: Where does gaming go next?
Gotterbarn, D., Miller, K., and Rogerson, S. (1997). Draft software engineeringcode of ethics (version 3). Communications of the ACM, 10(265684.265699).
Harviainen, J. T., Paavilainen, J., and Koskinen, E. (2020). Ayn rand’s objectivist ethics applied to video game business. Journal of Business Ethics, 167(4):761–774.
Heimo, O. I., Harviainen, J. T., Kimppa, K. K., and Mäkilä, T. (2018). Virtual to virtuous money: A virtue ethics perspective on video game business logic. Journal of Business Ethics, 153(1):95–103.
IEEE (2020). Ieee code of ethics.
Kappelman, L. A. (1995). Measuring user involvement: A diffusion of innovation perspective. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 26(2-3):65–86.
Meta (2019). Strategic considerations for mobile gaming engagement campaigns.
O’Brien, H. L. and Toms, E. G. (2008). What is user engagement? a conceptual framework for defining user engagement with technology. Journal of the American society for Information Science and Technology, 59(6):938–955.
O’Brien, H. L. and Toms, E. G. (2010). The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1):50–69.
Organization, W. H. (2020). Addictive behaviours: Gaming disorder.
Peters, D., Calvo, R. A., and Ryan, R. M. (2018). Designing for motivation, engagement and wellbeing in digital experience. Frontiers in psychology, 9:797.
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. (2010). A motivational model of video game engagement. Review of general psychology, 14(2):154–166.
Ryan, R. M. and Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1):68.
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., and King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6):553–568.
Wijman, T. N. (2021). Google and newzoo – beyond 2021: Where does gaming go next?
Yang, Q. and Gong, X. (2021). The engagement–addiction dilemma: an empirical evaluation of mobile user interface and mobile game affordance. Internet Research.
Zagal, J. P., Björk, S., and Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
Publicado
17/10/2022
Como Citar
MIRANDA, David M.; DARIN, Ticianne de Gois Riberio.
Padrões Radiantes: Uma proposta para a prática ética do game design que promova o bem-estar. In: WORKSHOP DE TESES E DISSERTAÇÕES - SIMPÓSIO BRASILEIRO DE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 21. , 2022, Diamantina.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 219-227.
DOI: https://doi.org/10.5753/ihc_estendido.2022.225630.