ABSTRACT
In this chapter, I propose a new theoretical model for the study of how persuasive messages can be conveyed through digital games. This model aims to make visible how persuasiveness can be structured within digital games and to be useful to identify specific aspects of games’ persuasiveness, which might not be obvious to the naked eye, by giving them order and conferring them intelligibility. The model is based on the hypothesis that multiple persuasive dimensions can be used within digital games to convey persuasive messages and it is based on the proposition that digital games can persuade players through three different levels and that in each of the three persuasive levels it is possible to find different persuasive dimensions.
