Arguing on the holodeck. Designing immersive interactive entertainment with persuasive intent

Martijn J.L. Kors, Karel Millenaar, Erik D. Van Der Spek, Gabriele Ferri, Ben A.M. Schouten, Alyea Sandovar, Cas Ketel, Joris Dormans

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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 languageEnglish
Title of host publicationCHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery
Pages667-671
Number of pages5
ISBN (Electronic)9781450351119
DOIs
Publication statusPublished - 15 Oct 2017
Event4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017 - Amsterdam, Netherlands
Duration: 15 Oct 201718 Oct 2017

Conference

Conference4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017
CountryNetherlands
CityAmsterdam
Period15/10/1718/10/17

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