ABSTRACT
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent 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.
TABLE OF CONTENTS
chapter 1|18 pages
Persuasive Gaming: From Theory-Based Design to Validation and Back. An Introduction
part I|66 pages
The Study of Persuasion Through Digital Games
chapter 4|16 pages
Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes
chapter 5|18 pages
Creating Stealth Game Interventions for Attitude and Behavior Change : An ‘Embedded Design’ Model
part II|89 pages
Designing Persuasive Games
chapter 6|24 pages
A Breathtaking Journey. Appealing to Empathy in a Persuasive Mixed-Reality Game
chapter 8|24 pages
VilDu?! A Game for Sexually Abused Children: How Openness Facilitated a Clear Design Direction
part III|78 pages
Assessing the Effectiveness of Persuasive Games
