Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

Can digital games be used for persuasion? The results of studies that
have tried to validate the persuasive potential of digital games seem to
be inconclusive. This is because there are multiple ways and strategies to
persuade players through games, and some of these may work to address
specific goals while others do not. So, the question is not if digital games
can be used to persuade players but how these games can be efficiently
designed to intentionally change attitudes. To better explain how digital
games can be efficiently designed for persuasion, we will refer to the
shortcomings mentioned by Sicart when arguing against procedurality
and how we believe these flaws can be addressed to ensure the persuasive
efficiency of digital games.
Original languageEnglish
Title of host publicationPersuasive Gaming in Context
EditorsTeresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten
Place of PublicationAmsterdam
PublisherAmsterdam University Press
Chapter4
Pages57-72
Number of pages16
ISBN (Electronic)9789048543939
ISBN (Print)9789463728805
DOIs
Publication statusPublished - 23 Mar 2021

Publication series

NameGames and Play
PublisherAUP

Keywords

  • persuasive games
  • persuasion
  • procedural rhetoric
  • attitudechange

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