Exploring avatar roles for motivational effects in gameful environments





Avatar, Interface Design, Games


This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. Re-Mission, Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.




How to Cite

M Tuah N, Wanick V, Ranchhod A, Wills GB. Exploring avatar roles for motivational effects in gameful environments. EAI Endorsed Trans Creat Tech [Internet]. 2017 Jan. 4 [cited 2024 Apr. 18];4(10):e3. Available from: https://publications.eai.eu/index.php/ct/article/view/1532