The importance of involving children in technology design has been emphasized in previous and
recent studies. Moreover, as stated in the literature, the fact that the creativity of children is higher
than that of adults shows that children have a significant role in the design process. Based on this
perspective, Full Body Interaction Lab at Pompeu Fabra University has conducted a Participatory
Design (PD) process of a narrative-based Mixed Reality (MR) game to design a prosociality test
for ...
The importance of involving children in technology design has been emphasized in previous and
recent studies. Moreover, as stated in the literature, the fact that the creativity of children is higher
than that of adults shows that children have a significant role in the design process. Based on this
perspective, Full Body Interaction Lab at Pompeu Fabra University has conducted a Participatory
Design (PD) process of a narrative-based Mixed Reality (MR) game to design a prosociality test
for children with and without Autism Spectrum Condition (ASC). The first level of Dragonice, a
narrative-based game, was designed to promote prosociality by achieving Interpersonal
Entrainment (IPE). To test prosociality after experiencing IPE in the Dragonice experience,
different non-technological behavioral tests were used, such as the economical game, island game,
and cooperative game. After conducting these tests, to overcome the limitations of nontechnological
tests and maintain a continuous narrative of the experience in full-body interaction
experience in MR, it has been decided to design a technological prosociality test for children using
mixed reality: the second level of Dragonice. This thesis focuses on structuring the participatory
design activities and analyzing the results of the process of the second level, Dragonice
Collaborative Experience. The aim of this interactive experience was to examine whether children
play collaboratively or individually after the IPE effect through the first level. The main goals of
this study are (i) to understand the needs, preferences, and perspectives of children by applying
storytelling strategies and making prototypes collaboratively based on narrative co-creation in the
design process of the new collaborative game and (ii) to have feedback and observations from
their perspective for future improvements after the design process. Qualitative and quantitative
analysis was applied to analyze participants’ drawings, storytelling activities, prototypes, and
questionnaires after PD sessions. For future studies, the full-body interactive MR experience, the
second level of Dragonice, can be used as a technological test to assess prosociality in children
with and without ASC after achieving IPE with synchronous and asynchronous conditions.
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