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oapen-20.500.12657-472112021-03-13T02:08:02Z Persuasive Gaming in Context De La Hera, Teresa Jansz, Jeroen Raessens, Joost Schouten, Ben Game, play, persuasion, game design, serious games bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies bic Book Industry Communication::J Society & social sciences::JM Psychology::JMH Social, group or collective psychology bic Book Industry Communication::P Mathematics & science::PB Mathematics::PBU Optimization::PBUD Game theory The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies. 2021-03-12T10:44:25Z 2021-03-12T10:44:25Z 2021 book ONIX_20210312_9789048543939_3 https://library.oapen.org/handle/20.500.12657/47211 eng Games and Play application/pdf n/a 9789048543939.pdf https://www.aup.nl/en/book/9789048543939 Amsterdam University Press 10.5117/9789463728805 10.5117/9789463728805 dd3d1a33-0ac2-4cfe-a101-355ae1bd857a da087c60-8432-4f58-b2dd-747fc1a60025 Dutch Research Council (NWO) 265 314-99-106 Persuasive Gaming. From Theory-Based Design to Validation and Back Nederlandse Organisatie voor Wetenschappelijk Onderzoek Netherlands Organisation for Scientific Research open access
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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