Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes
Publication date
2021-03-23
Editors
de la Hera, Teresa
Jansz, Jeroen
Raessens, Joost
Schouten, Ben
Advisors
Supervisors
Document Type
Part of book
Metadata
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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