Walk in Their Shoes to Navigate Your Own Path: Learning About Procrastination Through A Serious Game
Runhua Zhang, Jiaqi Gan, Shangyuan Gao, Siyi Chen, Xinyu Wu, Dong Chen, Yulin Tian, Qi Wang, Pengcheng An
TL;DR
This paper tackles procrastination by reframing it as a learning topic within HCI, proposing ProcrastiMate, a text-adventure game designed to teach the causes of procrastination and test coping strategies.Grounded in Steel's four causes of procrastination, the game integrates 40 coping strategies across four chapters and uses a counselor role to foster psychological distance while preserving relatability.A two-week field study with 27 participants demonstrates that ProcrastiMate promotes learning and self-reflection, reduces avoidance-related negative emotions, and supports real-life experimentation with new strategies, though challenges remain for translating knowledge into lasting behavior change.The study contributes design insights for balancing personal relevance with psychological distance in serious games, and discusses implications for applying educational game approaches to other psychologically charged topics in HCI.
Abstract
Procrastination, the voluntary delay of tasks despite potential negative consequences, has prompted numerous time and task management interventions in the HCI community. While these interventions have shown promise in addressing specific behaviors, psychological theories suggest that learning about procrastination itself may help individuals develop their own coping strategies and build mental resilience. However, little research has explored how to support this learning process through HCI approaches. We present ProcrastiMate, a text adventure game where players learn about procrastination's causes and experiment with coping strategies by guiding in-game characters in managing relatable scenarios. Our field study with 27 participants revealed that ProcrastiMate facilitated learning and self-reflection while maintaining psychological distance, motivating players to integrate newly acquired knowledge in daily life. This paper contributes empirical insights on leveraging serious games to facilitate learning about procrastination and offers design implications for addressing psychological challenges through HCI approaches.
