Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes

Publication date

2021-03-23

Authors

de la Hera, Teresa
Raessens, J.F.F.ISNI 0000000078498428

Editors

de la Hera, Teresa
Jansz, Jeroen
Raessens, Joost
Schouten, Ben

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

cc_by_nc_nd

Abstract

Can digital games be used for persuasion? The results of studies that have tried to validate the persuasive potential of digital games seem to be inconclusive. This is because there are multiple ways and strategies to persuade players through games, and some of these may work to address specific goals while others do not. So, the question is not if digital games can be used to persuade players but how these games can be efficiently designed to intentionally change attitudes. To better explain how digital games can be efficiently designed for persuasion, we will refer to the shortcomings mentioned by Sicart when arguing against procedurality and how we believe these flaws can be addressed to ensure the persuasive efficiency of digital games.

Keywords

persuasive games, persuasion, procedural rhetoric, attitudechange

Citation

de la Hera, T & Raessens, J 2021, Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes. in T de la Hera, J Jansz, J Raessens & B Schouten (eds), Persuasive Gaming in Context. Games and Play, Amsterdam University Press, Amsterdam, pp. 57-72. https://doi.org/10.2307/j.ctv1hw3z1d.7