Abstract
Games are increasingly used for purposes that stretch beyond their primary strength as medium for entertainment, including games used for training, education and critique. Among this stretch we also find games that argue a particular point of view; to shape attitudes and shift perspectives towards real-world concepts or objects. Unlike most contemporary media to persuade games are unique in their interactive
affordances; providing players with the ability to evaluate given arguments to a system that responds, and essentially allows the player to engage in an indirect
discussion with the designer(s). Although persuasion through games is not a new venue of research, the discipline unfortunately still lacks practical game design
strategies aimed to aid designers in maximizing the persuasive potential of their games. The presented research is therefore concerned with how to design for
persuasive gameplay and what strategies (models, frameworks, guidelines, methodologies, etc.) could support the designer throughout this design process.
affordances; providing players with the ability to evaluate given arguments to a system that responds, and essentially allows the player to engage in an indirect
discussion with the designer(s). Although persuasion through games is not a new venue of research, the discipline unfortunately still lacks practical game design
strategies aimed to aid designers in maximizing the persuasive potential of their games. The presented research is therefore concerned with how to design for
persuasive gameplay and what strategies (models, frameworks, guidelines, methodologies, etc.) could support the designer throughout this design process.
Original language | English |
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Title of host publication | Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play |
Editors | Anna L Cox |
Place of Publication | New York |
Publisher | Association for Computing Machinery |
Pages | 407-410 |
Number of pages | 4 |
DOIs | |
Publication status | Published - 2015 |