Academic literature on the topic 'Persuasive game'

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Journal articles on the topic "Persuasive game"

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Evans, Michael A. "Procedural Ethos." International Journal of Gaming and Computer-Mediated Simulations 3, no. 4 (October 2011): 70–80. http://dx.doi.org/10.4018/jgcms.2011100105.

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How is it that serious games are actually persuasive? Ian Bogost’s work on serious (or persuasive) games provides essential philosophical foundations for the genre though, as the article demonstrates, sufficient detail of argument is lacking. Bogost uses the model of classical rhetoric to demonstrate that games can make arguments through “procedural rhetoric,” which he exemplifies with games like Molleindustria’s McDonald’s Videogame, a title that can best be identified as parody. However, such games, while attempting to make persuasive arguments, lack classical requisites for persuasion, leaving room for further critical inquiry and development of understanding of how serious games work. To be considered persuasive, serious games should additionally demonstrate the components of ethos, which include: phronesis (practical knowledge, factual basis), arête (integrity, virtue), and eunoia (goodwill, concern for the hearer). It is insufficient for serious games to have procedural rhetoric without taking account of procedural ethos. Analyses of the McDonald’s game and the ReDistricting Game are conducted for an initial verification of this proposal. This description of how serious games can be persuasive can provide additional conceptual tools to game developers, instructional designers, and educational scholars attempting to leverage serious games for intentional, productive, and predictable learning.
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
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Smith, Jonas Heide, and Sine Nørholm Just. "Playful Persuasion." Nordicom Review 30, no. 2 (November 1, 2009): 53–68. http://dx.doi.org/10.1515/nor-2017-0151.

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Abstract The use of video games for advertising purposes is persuasive communication which directly involves the recipient in the construction of an argument. This form is becoming increasingly common, and the present article explores the phenomenon of game-based advertising. We begin by discussing the increased reliance on participatory and digital rhetoric. We then proceed to examine game-based persuasion in light of rhetorical theory, and we propose an analytical model for such games which is applied to three sample games. The analytical model takes into account the degree to which the game makes a self-contained argument, the degree to which the product or service is integrated into the game, and whether the game goal and learning goal overlap. Finally, we discuss perspectives for the integration of communication studies and game studies.
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Dooren, Marierose M. M. van, Valentijn T. Visch, and Renske Spijkerman. "The Design and Application of Game Rewards in Youth Addiction Care." Information 10, no. 4 (April 6, 2019): 126. http://dx.doi.org/10.3390/info10040126.

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Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different types of patients. However, we question to what extent game-based rewards are suitable in a persuasive game design for a substance dependence therapy context, as people with substance-related disorders show decreased sensitivity to natural rewards, which may result in different responses to commonly applied game rewards compared to people without substance use disorders. In a within-subject experiment with 20 substance dependent and 25 non-dependent participants, we examined whether play persistence and reward evaluation differed between the two groups. Results showed that in contrast to our expectations, substance dependent participants were more motivated by the types of rewards compared to non-substance dependent participants. Participants evaluated monetary rewards more positively than playing for virtual points or social rewards. We conclude this paper with design implications of game-based rewards in persuasive games for mental healthcare.
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Giner, Esteban. "Analyser et qualifier la persuasivité des discours contenus dans un jeu vidéo." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 93–110. http://dx.doi.org/10.14428/emulations.030.07.

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Afin de dépasser les concepts d’expressive games et de persuasive games, nous proposons un cadre sémio-pragmatique en mobilisant des outils des sciences de l’éducation et ce afin de qualifier la persuasivité, le caractère persuasif, d’un game design. Nous concluons à la nécessité d’envisager la persuasivité d’un jeu vidéo sous la forme d’un continuum. Les discours sont alors le produit de controverses entre la machine et l’opérateur·rice et ce au travers de situations de communication plus ou moins persuasives, plus ou moins expressives. Afin de développer notre réflexion, nous mobilisons le jeu Night In The Woods qui propose à son joueur ou sa joueuse de parcourir Possum Springs, une ville fictive de la Rust Belt dont la désindustrialisation fut aggravée par la crise des subprimes. Porteur de nombreux discours sur la situation des ménages après la crise, le jeu se révèle expressif sur cette problématique bien qu’il puisse être persuasif sur les autres thématiques qu’il aborde.
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Hafner, Manuela, and Jeroen Jansz. "The Players‘ Experience of Immersion in Persuasive Games." International Journal of Serious Games 5, no. 4 (December 18, 2018): 63–79. http://dx.doi.org/10.17083/ijsg.v5i4.263.

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Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.
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Celli, Andrea, Stefano Coniglio, and Nicola Gatti. "Private Bayesian Persuasion with Sequential Games." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (April 3, 2020): 1886–93. http://dx.doi.org/10.1609/aaai.v34i02.5557.

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We study an information-structure design problem (a.k.a. a persuasion problem) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal probability distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the much more expressive case in which the receivers interact in a sequential game with imperfect information, with utilities depending on the game outcome and the realized action types. After formalizing the notions of ex ante and ex interim persuasiveness (which differ by the time at which the receivers commit to following the sender's signaling scheme), we investigate the continuous optimization problem of computing a signaling scheme which maximizes the sender's expected revenue. We show that computing an optimal ex ante persuasive signaling scheme is NP-hard when there are three or more receivers. Instead, in contrast with previous hardness results for ex interim persuasion, we show that, for games with two receivers, an optimal ex ante persuasive signaling scheme can be computed in polynomial time thanks to the novel algorithm we propose, based on the ellipsoid method.
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Fellows, Kelli L., and Steven J. Madden. "Persuasive Speaking: It's Just a Game!" Communication Teacher 20, no. 2 (April 2006): 49–52. http://dx.doi.org/10.1080/14704620600595784.

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Rowe, M. W. "The Definition of ‘Game’." Philosophy 67, no. 262 (October 1992): 467–79. http://dx.doi.org/10.1017/s0031819100040663.

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Besides its intrinsic interest, the definition of ‘game’ is important for three reasons. Firstly, in Wittgenstein's Philosophical Investigations ‘game’ is the paradigm family resemblance concept. If he is wrong in thinking that ‘game’ cannot be defined, then the persuasive force of his argument against definition generally will be considerably weakened. This, in its turn, will have important consequences for our understanding of concepts and philosophical method. Secondly, Wittgenstein's later writings are full of analogies drawn from games—chess alone is mentioned scores of times—and a proper understanding of ‘game’ can lead us to exercise more caution when considering the parallels between games and non-games. Thirdly, games and play are intriguingly and closely related to art and ritual, and an analysis of games can throw considerable light on both of the latter.
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Luoto, Tim, Raija Korpelainen, Juha Röning, Riikka Ahola, Heidi Enwald, Noora Hirvonen, Lauri Tuovinen, and Hannu I. Heikkinen. "Gamified Persuasion." International Journal of Sociotechnology and Knowledge Development 6, no. 4 (October 2014): 1–17. http://dx.doi.org/10.4018/ijskd.2014100101.

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The authors have empirically examined the persuasive properties of digital games from a multidisciplinary perspective. Besides the relevant cultural and psychological theories related to the game phenomenon, the authors have included a case study where a persuasive online activation service was tested among young men (N=280, average 17.9 year old) in the promotion of physical and social activity. The emphasis of the article is on qualitative material, which is based on in-depth interviews of 10 individuals, as well as participant observation considering the user experiences regarding the activation service and gaming in general. The authors have concluded that games contain persuasive characteristics based on human culture and psychology and that these characteristics could effectively be utilized in physically and socially activating games.
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Dissertations / Theses on the topic "Persuasive game"

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Castagnino, Ugolotti Vania. "Persuasive Meaningful Play : Exploring the video game Behind Every Great One." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17728.

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This thesis shines a light on tools that can be used in order to create persuasive and meaningful video games. This research was designed as an exploration of the game Behind Every Great One, with the purpose to determine if and how the game could attain a persuasive and meaningful representation of a benevolent sexist situation. To achieve this, the research took on three different approaches: an interview with the developer, a textual analysis of the game, and a qualitative survey analysing players' reactions to, and perceptions of, the game. The findings suggest that displaying characters' emotions in ways that transmit them to the players, paired with a realistic, complex representation of the social situation portrayed, are imperative for making the game have a persuasive and meaningful impact on the players. The researcher also suggests the term persuasive meaningful play as an applicable way to refer to games that contain similar characteristics as Behind Every Great One.
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Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

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How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
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Hartami, A. (Aprilia). "Designing a persuasive game to raise environmental awareness among children:a design science research." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201805312053.

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Considering the environmental problems that happen globally, environmental education was perceived in this study as an important key to deal with the problems. This study was carried out to support environmental education by exploring persuasive games to raise environmental awareness. Through a design science research (DSR) approach, EcoScout Game was designed as a mobile persuasive game for conveying some existing environmental issues to children. During the DSR, a playtest phase was conducted to evaluate the first level of EcoScout Game that contains persuasion goals to keep the environment clean and to dispose waste correctly. The playtest involved 10 participants age 4 to 6 years that provided various responses. Majority of the participants showed their interests to play the game. When the participants were playing the game, all of them understood that they must keep the environment clean. More than a half of the participants (60%) understood and motivated to follow the waste disposal rules. Several improvements for the game are proposed, especially to help children who are still not able to read textual labels and descriptions in the game. Further development and research are required to advance the game and to confirm its effectiveness in persuading children. However, this study showed a possibility to use persuasive games for raising environmental awareness among children in the context of environmental education. Finally, this study demonstrated a potential to apply DSR in persuasive game design.
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Liljeqvist, Marcus Elwar. "Gaming for Good : Triggering do-good Excitement in a Mobile Game." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248003.

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Mobile games present a great opportunity for organizations with sustainability agendas to spread their message and generate revenue towards its cause, as they are the best money generating apps. This can be done through designing so-called persuasive games. A major challenge when designing such a game is that the sustainability agenda might compromise the gaming experience, rendering an uninteresting game. The present research explores what could trigger both an interesting game that also compromises a do-good agenda by designing and play testing two versions of a persuasive game called Aqua Escape. Results indicated that users felt more excited about the game once they knew about the social agenda. They also wanted more information on the social agenda integrated into the app than was already there.
Mobilspel generar störst intäkter av mobilapplikationer och skapar därför en möjlighet för företag med hållbarhetsagendor att sprida deras budskap och generera intäkter till deras ändamål. Detta kan göras genom att designa så kallade övertygande spel (eng. persuasive games). En stor utmaning i designandet av ett sådant spel är att hållbarhetsagendan riskerar att äventyra spelupplevelsen och rendera ett ointressant spel. Denna studie utforskar hur ett intressant spel med en hållbarhetsagenda kan designas genom att designa och speltesta två versioner av ett övertygande spel kallat Aqua Escape. Resultatet indikerar att spelarna fick en förstärkt positiv känsla av spelet när de förstod att spelet hade en hållbarhetsagenda. Spelarna ville även att hållbarhetsagendan skulle integreras mer i spelet.
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Walsh, Eric. "Hermes, Technical Communicator of the Gods: The Theory, Design, and Creation of a Persuasive Game for Technical Communication." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5147.

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For my thesis, I have undertaken the creation of a persuasive game to advance a particular argument of the way that work is performed in the field of technical communication. Designed using procedural rhetoric, with an attention to aesthetics, fun, and the qualities that make games viable pedagogical tools, my game has been programmed using HTML5 and JavaScript, and made freely available online at RhetoricalGamer.com. This written document is meant to serve as a supplement to the game, providing a rationale for the use of games in education and in technical communication; a definition of procedural rhetoric and the necessary qualities of game design to ensure that the rhetoric operates correctly; and a detailed breakdown of the final elements and mechanics in place within my game. It is my hope that this work will serve as an exemplar for others interested in pursuing the creation of persuasive games, as a case study for the application of procedural rhetoric to education, and as a means of advancing technical communication's study of games and their relationship with such emerging technologies.
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Haag, Nils. "Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-9781.

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This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality.  By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from “ordinary” rhetorical arguments even if they just as other arguments work by establishing enthymems. However when I in my preliminary study tried this hypothesis, I seemed to distinguish several similarities with argumentation strategies used in political or juridical debate, such as Perelman and Olbrechts-Tyteca´s associative argumentation techniques. In this essay I examine if and how Perelman and Olbrechs-Tytecas associative argumentation techniques can be used to describe (and understand?) rulebased rhetorical procedures in persuasive games. This analysis is carried out on two recent Swedish persuasive games and proves the hypothesis fruitful. This result also points to the possibility to view rules as something that control all forms of argumentation. Despite this result, the investigation doesn´t contradict the presumption that computer games in many ways, have specific possibilities, beyond procedural rhetoric, such as the opportunity for interaction, receiver adaptation, and the capacity to process big amounts of data.
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Andiloro, Andrea. "Propagaming : Uncovering Propaganda In War Videogames." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324568.

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This thesis deals with the issue of propaganda in contemporary war themed videogames. Considering the current geopolitical situation on one hand, and the pervasiveness and widespread use of the videogame medium in general, and war videogames in particular, together with the collaboration between the military and the videogame industry, part of the wider military-entertainment complex, on the other hand, it cannot be excluded that military propaganda might be present in such digital media. This study explores through which persuasive techniques is propaganda manifest in war-themed videogames. The answer is achieved using theories of rhetoric and persuasiveness in videogames and by conducting a textual game analysis of 10 different war-themed videogames. A great number of persuasive techniques at work were found within the videogames, each of them working based on certain principles identified by previous literature. Through a limited set of options, players are exposed to the normalization of morally questionable acts such as civilian shooting and torture of enemy prisoners. The war videogames in question are not neutral in their playworld, mechanics, and playformance, and heavy and widespread use of propaganda can be found within them.
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Benkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.

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Valtin, Georg, and Daniel Pietschmann. "Persuasive Kommunikation in Computerspielen." Thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801404.

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Seit Menschen miteinander kommunizieren gibt es Persuasion, also das Bestreben, den Kommunikationspartner zu beeinflussen. Bereits in der Antike wurde dieses Handwerk in Form der klassischen Rhetorik systematisiert und gezielt eingesetzt. In den vergangenen Jahren gab es Versuche, diese etablierten Konzepte auf interaktive Medien zu übertragen, was aber nur ansatzweise gelang. Um den Besonderheiten interaktiver Medien gerecht zu werden, sollten ihre prozesshafte Natur und ihre Wechselwirkungen mit den Aktionen des Nutzers im Mittelpunkt stehen. Genau das ist beim Konzept der prozeduralen Rhetorik von Ian Bogost der Fall, weshalb dieser Ansatz als Grundlage der hier vorgenommenen Untersuchungen zu persuasiven Computerspielen dient. Im Rahmen der Arbeit werden zudem die unterschiedlichen Formen der Rhetorik vorgestellt und die Notwendigkeit der Berücksichtigung prozeduraler Rhetorik dargelegt. Anhand der Beispiele The McDonald's Videogame und America's Army verdeutlichen die Autoren den Einsatz verschiedener persuasiver Techniken aus klassischer und prozeduraler Rhetorik.
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Venegas, Flores Luis Alberto. "Banner game — modelos de persuasión desde la temporalidad hipermedial." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101227.

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La investigación es un desplazamiento de herramientas que ocupan una función y lugar en la Internet comercial. Utilización de la publicidad y la información disponible en sitios de sociabilidad en Internet complementada con modificaciones de videojuegos comerciales. Se investigó la persuasión como uno de los recursos principales en los mensajes publicitarios transmitidos para influir en los potenciales clientes sobre la elección de un determinado producto. En el caso de Internet los mensajes se presentan en anuncios llamados banner teniendo como función principal dirigir a los usuarios a las páginas donde pueden comprar los productos. La característica del banner es presentar mensajes vistosos y animados en loop y con grados de interactividad que lo relaciona directamente con los videojuegos. La influencia de los videojuegos se ha hecho una tendencia en el siglo XXI generando variados género interactivos de transmisión online. La construcción de la propuesta de la obra se presenta en un sitio web pagado como cualquier otro sitio web comercial.
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Books on the topic "Persuasive game"

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent 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.
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Bogost, Ian. Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press, 2007.

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editor, Măda Stanca, ed. Persuasive games in political and professional dialogue. Amsterdam: John Benjamins Publishing Company, 2015.

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Săftoiu, Răzvan, Maria-Ionela Neagu, and Stanca Măda, eds. Persuasive Games in Political and Professional Dialogue. Amsterdam: John Benjamins Publishing Company, 2015. http://dx.doi.org/10.1075/ds.26.

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Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press, 2007.

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Peterson, Tara. Should kids play video games?: A persuasive text. New York: Mondo, 2006.

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Cases on the societal effects of persuasive games. Hershey PA: Information Science Reference, 2014.

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Watkins, Michael D. Shaping the game: The new leader's guide to effective negotiating. Boston, Mass: Harvard Business School Press, 2006.

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Life's a Game So Fix the Odds: How to Be More Persuasive and Influential in Your Personal and Business Life. Capstone, 2005.

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Hall, L. Michael. Frame Games: Persuasion Excellence. Neuro-Semantic Publications, 2001.

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Book chapters on the topic "Persuasive game"

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Farve, Niaja, and Pattie Maes. "Smile Catcher: Can Game Design Lead to Positive Social Interactions?" In Persuasive Technology, 211–18. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31510-2_18.

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Tan, Chiew Seng Sean, Johannes Schöning, Jan Schneider Barnes, Kris Luyten, and Karin Coninx. "Bro-cam: Improving Game Experience with Empathic Feedback Using Posture Tracking." In Persuasive Technology, 222–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37157-8_27.

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Gamberini, Luciano, Massimo Nucci, Luca Zamboni, Giovanni DeGiuli, Sabrina Cipolletta, Claudia Villa, Valeria Monarca, et al. "Designing and Testing Credibility: The Case of a Serious Game on Nightlife Risks." In Persuasive Technology, 213–26. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78978-1_18.

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Bang, Magnus, Carin Torstensson, and Cecilia Katzeff. "The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption." In Persuasive Technology, 123–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11755494_18.

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Bang, Magnus, Carin Torstensson, and Cecilia Katzeff. "The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption." In Persuasive Technology, E1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11755494_33.

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Maurer, Bernhard, Magdalena Gärtner, Martin Wuchse, Alexander Meschtscherjakov, and Manfred Tscheligi. "Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding." In Persuasive Technology, 199–210. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31510-2_17.

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Omar, Mohd Yusoff, Dayang Rohaya Awang Rambli, and Mohd Fairuz Shiratuddin. "Designing Persuasive Stroke Rehabilitation Game: An Analysis of Persuasion Context." In Advances in Visual Informatics, 559–69. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70010-6_52.

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Cadamuro, Alessia, and Valentijn Visch. "‘What Remains?’: A Persuasive Story Telling Game." In Games for Health, 153–60. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_11.

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Yusoff, Zarwina, and Amirrudin Kamsin. "Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games." In Lecture Notes in Computer Science, 644–54. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20609-7_60.

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Erdbrink, Annebeth, Rens Kortmann, and Alexander Verbraeck. "Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design." In Lecture Notes in Computer Science, 83–91. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_9.

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Conference papers on the topic "Persuasive game"

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Orji, Rita, Fidelia Orji, Kiemute Oyibo, and Ifeyinwa A. Ajah. "Personalizing health theories in persuasive game interventions to gamer types." In AfriCHI '18: 2nd African Conference for Human Computer Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3283458.3283467.

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Legner, Lukas, Chloe Eghtebas, and Gudrun Klinker. "Persuasive Mobile Game Mechanics For User Retention." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356261.

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Sammadi, Khouloud, and Thouraya Daouas. "EVALUATING LEARNER PROGRESS IN A PERSUASIVE SERIOUS GAME." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.0307.

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Khaled, Rilla, Pippin Barr, Ronald Fischer, James Noble, and Robert Biddle. "Factoring culture into the design of a persuasive game." In the 20th conference of the computer-human interaction special interest group (CHISIG) of Australia. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1228175.1228213.

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Kadomura, Azusa, Cheng-Yuan Li, Yen-Chang Chen, Hao-Hua Chu, Koji Tsukada, and Itiro Siio. "Sensing fork and persuasive game for improving eating behavior." In UbiComp '13: The 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2494091.2494112.

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Maqsood, Sana. "Evaluation of a Persuasive Digital Literacy Game for Children." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170427.3180307.

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Almonani, Eman, Wahidah Husain, Oh Ying San, Ammar Almomani, and Mohammed Al-Betar. "Mobile game approach to prevent childhood obesity using persuasive technology." In 2014 International Conference on Computer and Information Sciences (ICCOINS). IEEE, 2014. http://dx.doi.org/10.1109/iccoins.2014.6868418.

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van Dooren, Marierose M. M., Renske Spijkerman, Richard H. M. Goossens, Vincent M. Hendriks, and Valentijn T. Visch. "PLEX as input and evaluation tool in persuasive game design." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2658537.2661314.

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Yamakami, Toshihiko. "Mobile Social Game Design from the Perspective of Persuasive Technology." In 2012 15th International Conference on Network-Based Information Systems (NBiS). IEEE, 2012. http://dx.doi.org/10.1109/nbis.2012.72.

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"Think!First: Inducing Behavioural Change Through Gamification, Persuasive Design Principles and Machine Learning." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.156.

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