Abstract
Games are designed with different objectives in mind. Some primarily for entertainment, others also to educate, motivate or persuade its players. Games with the latter objective, that of persuasion, are designed not only to be entertaining, but also with the intent to shape how players think and feel about issues in reality. However, despite the growing interest in persuasive games, we still lack the design insights and strategies that support their production, particularly for those using immersive technologies. To address this gap, we organize a hands-on workshop and bring together academic and industry experts to explore persuasive game design. Through making we generate knowledge in the form of insights and examplar work, and subsequently formulate best-practises and design strategies for future design and research.
Original language | English |
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Title of host publication | CHI PLAY'17 extended abstracts |
Subtitle of host publication | extended abstracts publication of the Annual Symposium on Computer-Human Interaction in Play |
Place of Publication | New York |
Publisher | Association for Computing Machinery |
Pages | 667-671 |
ISBN (Electronic) | 9781450351119 |
DOIs | |
Publication status | Published - Oct 2017 |
Event | 4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017 - Amsterdam, Netherlands Duration: 15 Oct 2017 → 18 Oct 2017 |
Conference
Conference | 4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017 |
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Country/Territory | Netherlands |
City | Amsterdam |
Period | 15/10/17 → 18/10/17 |