Abstract
In this chapter, the author presents a theoretical model for the study of how persuasive messages can be conveyed through digital games. The objective of developing this new theoretical model is to make visible how persuasiveness can be structured within digital games and to help identify specific aspects of persuasive games that might not be obvious to the naked eye, by giving them order and intelligibility. This model may facilitate the study and implementation of persuasive strategies within advergames from a new and specific perspective. In the first part of the chapter, the author justifies the reasons why the author has chosen to work with a theoretical model. In the second part, the author describes the three characteristics that define these theoretical models and present the new theoretical model as well as a visual representation of it.
Original language | English |
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Title of host publication | Engaging Consumers through Branded Entertainment and Convergent Media |
Editors | José Martí Parreño, Clara Ruiz Mafe, Lisa Scribner |
Place of Publication | Hershey, PA |
Publisher | IGI Global |
Pages | 74-88 |
Number of pages | 15 |
ISBN (Print) | 9781466683426 |
DOIs | |
Publication status | Published - 2015 |
Keywords
- persuasive games
- persuasive communication
- game studies
- Serious games