Persuasive Gaming in Context

The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these...

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Almmustuhtton: Amsterdam University Press 2021
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Liŋkkat:ONIX_20210312_9789048543939_3
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collection Directory of Open Access Books
description The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. 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.
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publishDate 2021
publishDateRange 2021
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publisher Amsterdam University Press
publisherStr Amsterdam University Press
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spelling doab-20.500.12854ir-639902025-03-23T07:32:50Z Persuasive Gaming in Context De La Hera, Teresa Jansz, Jeroen Raessens, Joost Schouten, Ben Game, play, persuasion, game design, serious games thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology thema EDItEUR::P Mathematics and Science::PB Mathematics::PBU Optimization::PBUD Game theory The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. 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. 2021-03-13T03:03:03Z 2021-03-13T03:03:03Z 2021-03-12T10:44:25Z 2021 book ONIX_20210312_9789048543939_3 OCN: 1243560783 https://library.oapen.org/handle/20.500.12657/47211 https://directory.doabooks.org/handle/20.500.12854/63990 eng Games and Play open access image/jpeg image/jpeg image/jpeg n/a n/a n/a https://library.oapen.org/bitstream/20.500.12657/47211/1/9789048543939.pdf https://library.oapen.org/bitstream/20.500.12657/47211/1/9789048543939.pdf https://library.oapen.org/bitstream/20.500.12657/47211/1/9789048543939.pdf Amsterdam University Press 10.5117/9789463728805 10.5117/9789463728805 de2ecbe7-1037-4e96-8c3a-5a842d921e04 Nederlandse Organisatie voor Wetenschappelijk Onderzoek da087c60-8432-4f58-b2dd-747fc1a60025 Dutch Research Council (NWO) 265 314-99-106 open access
spellingShingle Game, play, persuasion, game design, serious games
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology
thema EDItEUR::P Mathematics and Science::PB Mathematics::PBU Optimization::PBUD Game theory
Persuasive Gaming in Context
title Persuasive Gaming in Context
title_full Persuasive Gaming in Context
title_fullStr Persuasive Gaming in Context
title_full_unstemmed Persuasive Gaming in Context
title_short Persuasive Gaming in Context
title_sort persuasive gaming in context
topic Game, play, persuasion, game design, serious games
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology
thema EDItEUR::P Mathematics and Science::PB Mathematics::PBU Optimization::PBUD Game theory
topic_facet Game, play, persuasion, game design, serious games
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology
thema EDItEUR::P Mathematics and Science::PB Mathematics::PBU Optimization::PBUD Game theory
url ONIX_20210312_9789048543939_3