Persuasive Gaming in Context
Amsterdam University Press (Verlag)
978-94-6372-880-5 (ISBN)
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.
Teresa de la Hera is Assistant Professor of Persuasive Gaming at Erasmus University Rotterdam, where she is member of the Research Cluster Gaming Matters. Jeroen Jansz is Full Professor of Communication and Media at Erasmus University Rotterdam. He holds the Chair of Communication and Media in the Department of Media & Communication. Joost Raessens is Full Professor and Chair of Media Theory at the Faculty of Humanities of Utrecht University, the Netherlands. Ben Schouten is an artist/designer as well as a Full Professor in playful interaction at the department of industrial design of the Eindhoven University of Technology.
1. Persuasive Gaming. From Theory-Based Design to Validation and Back. An Introduction (Teresa de la Hera, Jeroen Jansz, Ruud Jacobs, Ben Schouten, Joost Raessens & Martijn Kors)
PART I. THE STUDY OF PERSUASION THROUGH DIGITAL GAMES
Introduction to Part I
2. Persuasive Games, Ten Years Later (Ian Bogost)
3. Playing an Automated World (Miguel Sicart)
4. Looking Beyond Persuasion Through Rule-based Representations in Digital Games: Designing Games to Shape, Reinforce or Change Attitudes (Teresa de la Hera & Joost Raessens)
5. Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model (Geoff Kaufman, Mary Flanagan & Max Seidman)
PART II. DESIGNING PERSUASIVE GAMES
Introduction to Part II (Ben Schouten & Martijn Kors)
6. A Breathtaking Journey. Appealing to Empathy in a Persuasive Mixed-Reality Game (Martijn Kors, Gabriele Ferri, Erik D. van der Spek, Cas Ketel & Ben Schouten)
7. Macro, Micro and Meta-persuasive Play to Change Society (Lindsay D. Grace)
8. VilDu?! A Game for Sexually Abused Children: How Openness. Facilitated a Clear Design Direction (Menno Deen & Eline Muijres)
9. Designing for Persuasion through Embodied Experiences in Virtual Reality (Sun Joo Ahn)
PART III. ASSESSING THE EFFECTIVENESS OF PERSUASIVE GAMES
Introduction to Part III (Ruud Jacobs & Jeroen Jansz)
10. The Present of Persuasion: Escalating Research into Persuasive Game Effect (Ruud Jacobs & Jeroen Jansz)
11. Designing for Transfer (Mette Wichmand)
12. Striving "Against All Odds" to Reduce Prejudice toward Immigrants & Refugees (Chad Michael Wertley & Jordan Soliz)
13. Mitigating Bias and Improving Professional Decision-making through Persuasive Training Games (Yu-Hao Lee, Norah E. Dunbar, Claude H. Miller, Elena Bessarabova, Matthew Jensen, Scott Wilson, Javier Elizondo, Judee Burgoon & Joseph Valacich)
Index
Erscheinungsdatum | 10.05.2021 |
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Reihe/Serie | Games and Play |
Zusatzinfo | 42 Illustrations, black and white |
Verlagsort | Amsterdam |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Geisteswissenschaften ► Psychologie ► Sozialpsychologie |
Mathematik / Informatik ► Mathematik ► Angewandte Mathematik | |
Mathematik / Informatik ► Mathematik ► Finanz- / Wirtschaftsmathematik | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 94-6372-880-5 / 9463728805 |
ISBN-13 | 978-94-6372-880-5 / 9789463728805 |
Zustand | Neuware |
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