ABSTRACT

Where Part 1 of Procedural Habits employed Fogg’s persuasive technology as a starting place to elaborate several theoretical characteristics of procedural habits in videogames, Part 2 turns to specific case studies. Each chapter in Part 2 explores a different habit-shaping design element in a contemporary commercialized videogame or, in the case of gamified habit-shaping apps in Chapter 5, an entire habit-shaping videogame genre. Across these case studies, I employ a combination of Fogg’s thinking to classify certain features of these habit-shaping design elements while using procedural habits to treat persuasive technologies as a window into a broader non-mechanistic role for habit in videogame rhetoric’s mundane texts.