Abstract
This chapter offers a multifaceted reflection on persuasive gaming divided
into three pillars: persuasiveness, design, and validation. The first section
on persuasiveness is a critical review of previous and current persuasive
gaming theory and analysis. It argues that the contemporary gaming
landscape needs to expand theoretically and presents a multidimensional
persuasive approach as one way in which this can be done. The following
section on the design of persuasive games looks at research on design
principles, which are the defining characteristics of persuasive games.
The final section on validation discusses existing studies on the effects
of persuasive games and the case-based assessment of the impact of new
games.
into three pillars: persuasiveness, design, and validation. The first section
on persuasiveness is a critical review of previous and current persuasive
gaming theory and analysis. It argues that the contemporary gaming
landscape needs to expand theoretically and presents a multidimensional
persuasive approach as one way in which this can be done. The following
section on the design of persuasive games looks at research on design
principles, which are the defining characteristics of persuasive games.
The final section on validation discusses existing studies on the effects
of persuasive games and the case-based assessment of the impact of new
games.
Original language | English |
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Title of host publication | Persuasive Gaming in Context |
Editors | Jeroen Jansz, Joost Raessens, Teresa de la Hera, Ben Schouten |
Place of Publication | Amsterdam |
Publisher | Amsterdam University Press |
Chapter | 1 |
Pages | 7-24 |
Number of pages | 18 |
ISBN (Print) | 9789463728805 |
DOIs | |
Publication status | Published - 2021 |
Publication series
Name | Games and Play |
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Publisher | AUP |
Keywords
- procedural rhetoric
- persuasive games
- persuasive game design
- persuasiveness
- persuasive gaming effects