Research Humanities and Digital Sciences

Research at the Tilburg School of Humanities and Digital Sciences focuses on transformation processes taking place in contemporary society, related to communication and culture, and analyses the underlying moral and ethical questions.

TiCC Colloquium: Valentijn Visch

What: Persuasive Game Design or an attempt to combine humanities, healthcare and technology
Where: DZ 10
When: Wednesday, 13 December 2017, 12:45 - 13:45 hours


The potential of game design to motivate users is more and more applied in non-entertainment contexts such as healthy life promotion (DeSmet et al., 2014). As Huizinga (1949) already notes, games can put the player in a "temporary world within the ordinary world" that is engaging, free and fun. Persuasive game design specifically creates such a game world experience to facilitate realization of aimed-for real-world transfer effects – such as learning or behavioural change (Visch et al., 2013).

Persuasive game design shares major principles with narrative research. For instance, the 'transportation' (Green, Brock & Kaufman, 2004) effect of moving from a real-world experience to a fiction-world experience in order to return to reality a bit changed (Gerrig, 1993) has been proved be beneficial for a range of healthcare effects (Appel, Gnambs, Richter & Green, 2015). Moreover, on a philosophical level, stories can be understood as meaning-giving tools to understand, criticize, and share experiences (Meretoja, 2014) just like serious games can create understanding, awareness and social relatedness.

The presentation will provide an overview of our developed persuasive game design theory, its design method and some illustrative cases. I'll give as well a brief overview of the interdisciplinary projects I'm involved in (i.e., CRISP G-Motiv on game-elements, NextLevel on gamification and Healthy Storytelling), its learnings, and some ideas for future research.

About Valentijn Visch

Valentijn Visch is associate professor at the Faculty of Industrial Design Engineering of the University of Technology in Delft, the Netherlands. He conducts and supervises theoretical, empirical and design research in the area of Persuasive Game Design, often with mental healthcare as application domain. His design research is creative, user-experience centered and typically involves multidisciplinary teams like creative industry, healthcare institutions, patients, medical experts, and researchers from various domains. Valentijn chairs the eHealth Design lab at the TU Delft and has a background in literature (MA), art theory (MA), animation, cognitive film studies (PhD) and emotion research.

Persuasive Game Design

The Next Level Project

eHealth Lab

When: 13 December 2017 12:45

End date: 13 December 2017 13:45