Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
  • 1
    UID:
    almahu_9949195706802882
    Format: 1 online resource (264 p.)
    ISBN: 9789048543939 , 9783110743227
    Series Statement: Games and Play ; 6
    Content: 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.
    Note: Frontmatter -- , Table of Contents -- , 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- , Part I. The Study of Persuasion Through Digital Games -- , Introduction to Part I -- , 2. Persuasive Games, A Decade Later -- , 3. Playing an Automated World -- , 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- , 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- , Part II. Designing Persuasive Games -- , Introduction to Part II -- , 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- , 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- , 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- , 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- , Part III. Assessing the Effectiveness of Persuasive Games -- , Introduction to Part III -- , 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- , 11. Designing for Transfer -- , 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- , 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- , Index , Mode of access: Internet via World Wide Web. , In English.
    In: Amsterdam University Press Complete eBook-Package 2021, De Gruyter, 9783110743227
    In: DG Plus PP Package 2021 Part 2, De Gruyter, 9783110743357
    In: EBOOK PACKAGE COMPLETE 2021 English, De Gruyter, 9783110754001
    In: EBOOK PACKAGE COMPLETE 2021, De Gruyter, 9783110753776
    In: EBOOK PACKAGE Engineering, Computer Sciences 2021 English, De Gruyter, 9783110754070
    In: EBOOK PACKAGE Engineering, Computer Sciences 2021, De Gruyter, 9783110753837
    Language: English
    Subjects: Computer Science
    RVK:
    URL: Cover
    URL: Cover
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. Further information can be found on the KOBV privacy pages