Persuasive Gaming in Context

Persuasive Gaming in Context
ISBN-10
9048543932
ISBN-13
9789048543939
Category
Computers
Language
English
Published
2021-02-25
Publisher
Amsterdam University Press
Authors
Teresa de la Hera, Jeroen Jansz, Joost Raessens

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.

Similar books

  • Persuasive Gaming in Context
    By Teresa de la Hera, Jeroen Jansz, Joost Raessens

    This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players.

  • Persuasive Games: The Expressive Power of Videogames
    By Ian Bogost

    In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players.

  • Cases on the Societal Effects of Persuasive Games
    By Dana, Ruggiero

    "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of ...

  • How to Do Things with Videogames
    By Ian Bogost

    In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.

  • Digital Gaming and the Advertising Landscape
    By Teresa de la Hera

    It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used ...

  • Critical Play: Radical Game Design
    By Mary Flanagan

    ... the rise of game companies such as Parker Brothers, known for Tiddlywinks (1897), Post Office Game (1897), and War at Sea (1898), and the McLoughlin Brothers, which offered Pilgrim's Progress (1893) and Soldier Ten Pins (1890), ...

  • Trigger Happy
    By Steven Poole

    This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new ...

  • Neo-Simulation and Gaming Toward Active Learning
    By Hidehiko Kanegae, Paola Rizzi, Ryoju Hamada

    Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book. This book provides tips to teachers for moving toward active learning by using simulation and gaming.

  • Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings
    By Remco C. Veltkamp, Pedro A. Santos, João Dias

    Identifying Different Persuasive Gaming Approaches for Cancer Patients Teresa de la Hera Conde-Pumpido(&) Erasmus ... others focus their attention on their This work is part of the research programme “Persuasive Gaming in Context: From ...

  • Perspectives on the European Videogamehb
    By NAVARRO-REMESAL

    This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities.