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.
This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players.
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players.
"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 ...
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.
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 ...
... 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), ...
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 ...
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.
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 ...
This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities.