To see the other types of publications on this topic, follow the link: Persuasive game.

Dissertations / Theses on the topic 'Persuasive game'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 41 dissertations / theses for your research on the topic 'Persuasive game.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
8

Benkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

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

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
11

Hoekstra, Anne-Lotte. "Up next: Recommended for you by YouTube : A case study analysis on the implications of YouTube’s advertising-based business model on the US 2016 presidential elections." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-272105.

Full text
Abstract:
The information technology revolution has completely changed the world economy. This industry that has revolutionized many aspects of social life, created an incredible amount of jobs, and generated an enormous amount of wealth, has been growing exponentially fast since the beginning of this century. Billions of people all over the world tap into the various services and products that have sprung from this information technology revolution. While these products and services have undisputedly enabled incredible features that previous generations could only have dreamt of, it might be time to take a step back and analyze the various aspects of some of these products and services in terms of their societal value and business models. Many of the social media platforms that exist today promise a free access to content and information, and the world has grown so accustomed to this, that the dynamics behind this promise of free access are often overlooked. Data from users is being collected on social media platforms and sold to interested parties like advertisers, who in turn can create customized and targeted ads that will be displayed on these same social media platforms. This is the simple exchange that fuels the advertisement-based business models of many of these platforms. Awareness and understanding around the workings of this business model is growing, but it seems interesting to illustrate a better picture of what implications these business models fueled by data have on our society. Specifically, this research aimed at answering the question: What are the implications of the advertisement-based business model of YouTube in relation to the 2016 presidential elections of the United States? Through an extensive literature review, as well as a case study analysis, this research reported various implications of the business model of YouTube that were discussed both in light of their relevance to the specific political event mentioned in the research question, as well as in light of larger overarching institutions like democracy.
Informationsteknologirevolutionen har förändrat världsekonomin helt. Denna industri som har revolutionerat många aspekter av det sociala livet, skapat en otrolig mängd arbetstillfällen och genererat en enorm mängd rikedom har vuxit exponentiellt snabbt sedan början av detta århundrade. Miljarder människor över hela världen utnyttjar de olika tjänsterna och produkterna som härrör från denna informationsteknologirevolution. Även om dessa produkter och tjänster otvivelaktigt har möjliggjort otroliga funktioner som tidigare generationer bara kunde ha drömt om, kan det vara dags att ta ett steg tillbaka och analysera de olika aspekterna av vissa av dessa produkter och tjänster när det gäller deras samhällsvärde och affärsmodeller. Många av de sociala medieplattformarna som finns idag lovar en fri tillgång till innehåll och information, och världen har blivit så vana vid detta att dynamiken bakom detta löfte om fri tillgång ofta förbises. Data från användare samlas in på sociala medieplattformar och säljs till intresserade parter som annonsörer, som i sin tur kan skapa anpassade och riktade annonser som kommer att visas på samma sociala medieplattformar. Detta är det enkla utbytet som drivs av reklambaserade affärsmodeller för många av dessa plattformar. Medvetenhet och förståelse kring hur denna affärsmodell fungerar växer, men det verkar intressant att illustrera en bättre bild av vilka konsekvenser dessa affärsmodeller drivs av data har på vårt samhälle. Specifikt denna forskning syftar till att besvara frågan: Vilka är konsekvenserna av den annonsbaserade affärsmodellen för Youtube i samband med USA: s presidentval 2016? Genom en omfattande litteraturöversikt, såväl som en fallstudieanalys, rapporterade denna forskning olika implikationer av affärsmodellen på Youtube som diskuterades både mot bakgrund av deras relevans för den specifika politiska händelsen som nämns i forskningsfrågan, liksom i ljuset av större övergripande institutioner som demokrati.
APA, Harvard, Vancouver, ISO, and other styles
12

Silverpanda, Tim. "Games and Attitude change : Using the Multiple Identification Theory as a foundation for persuasive games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5317.

Full text
Abstract:
Persuasive attitude changing games are a growing genre and a powerful tool when wanting to reach out and affect the opinion and attitude of larger groups in society. But how well do persuasive games actually work and can they be improved further? This article studies persuasive computer games and comes up with the proposal of using the Multiple Identification Theory, an established model for attitude change as a foundation for designing persuasive games. By analyzing every step of the MIT and translating it into the field of digital games, key concepts have been identified and proposed as guidelines for future development of persuasive games. In addition an analysis of existing persuasive games have been made, with the aim to study how well they meet the criteria of the MIT and determinate whether they could have improved by using it or not.
APA, Harvard, Vancouver, ISO, and other styles
13

Løvlie, Anders Sundnes. "The rhetoric of persuasive games : freedom and discipline in America's Army." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2461/.

Full text
Abstract:
This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA’S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed.
APA, Harvard, Vancouver, ISO, and other styles
14

Pereira, Jorge André Henriques. "Leveraging facebook’s open graph to develop an environmental persuasive application." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10998.

Full text
Abstract:
Dissertação para obtenção do Grau de Mestre em Engenharia Informática
Social networking sites persuade millions of users each day to adopt specific behaviors. Using the persuasive principles inherent to these sites to increase environmental awareness and reduce our ecological footprint can be challenging but certainly worthy. The DEAP project has already invested time and resources to address persuasion through different devices for a broad audience. However, there are still many obstacles when it comes to such a delicate subject as people’s routines. For many years, social factors have prevented people from adopting a way of living friendlier to our Environment. Whether it is due to lack of proper knowledge about this topic or simply because they are not willing to change, the truth is that we are eventually reaching a point where it will be too late to keep our planet as we know it. Consequently, the time has arrived when there is great need for a platform to bring existing efforts together no matter where they come from but the goal they share: change incorrect behaviors towards environmental sustainability. Towards this ambitious goal a board game was developed and integrated in Facebook capable of merging third-party applications and an important and valuable basis for future research in the field of persuasion.
APA, Harvard, Vancouver, ISO, and other styles
15

Ferrari, Simon. "The judgment of procedural rhetoric." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33915.

Full text
Abstract:
This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotelian enthymeme--an incomplete argument--that one completes through play; however, I argue that the dominant rhetoric intended by a team of game designers is subject to manipulation through player choice. Discrete structures within the play experience cause the meaning-making possibilities of a game object to pullulate in a number of directions. Procedural rhetoric is not comprehended or created when reflected back upon after play: we interrogate it, piece it together, and change it through play. If rules are how the designers express themselves through videogames, then the player expresses herself by forming a personal ruleset--a modus operandi or ethical system--in response to the dominant rhetoric. Furthermore, game space is not merely the place where this dialectic occurs; it also embodies a ruleset in the way it organizes objects and directs the flow of play. The thesis proposes a model by which games, which are "half-real" according to theorist Jesper Juul, can be judged intersubjectively--that is, in a way that accounts for the objectivity of their rulesets and the subjectivity of player experience. By fully understanding the dynamic between the three procedural influences of rules, space, and identity, we can learn more about designing persuasive game systems and enhance the possibilities of subversive play.
APA, Harvard, Vancouver, ISO, and other styles
16

Ayouni, Dit Houimel Mohamed Mehdi. "Information certifiable : révélation et persuasion." Thesis, Cergy-Pontoise, 2016. http://www.theses.fr/2016CERG0875/document.

Full text
Abstract:
Dans de nombreuses situations, les décideurs sont amenés à choisir une action ou une politique sans être parfaitement informés. De plus, il est parfois difficile ou coûteux d'acquérir directement les informations manquantes. Dans ce cas, ils peuvent solliciter l'aide des institutions ou individus informés. Ces derniers peuvent essayer d'influencer la décision en leur faveur en cachant ou en ne présentant qu'une partie de l'information. Par exemple, les employeurs s'appuient sur l'information présentée par les demandeurs d'emploi, les autorités financières utilisent les rapports des entreprises pour les évaluer et les élus consultent les experts avant de proposer une loi. Dans ces exemples, au moins certaines informations sont certifiables ou vérifiables. En d'autres termes, la partie informée peut prouver certaines déclarations en présentant des preuves ou le décideur peut vérifier l'exactitude de ces déclarations. Puisque la vérification peut être coûteuse ou prenante, le décideur ne peut souvent vérifier qu'une partie de l'information reçue. Ces contraintes déterminent la quantité d'information qui peut être vérifiée avant la prise de décision. Les deux premiers chapitres portent sur des modèles adaptés aux situations où le décideur doit évaluer une déclaration ou répondre à une demande faite par une personne ou une institution. Dans le troisième chapitre, je considère un cadre légèrement différent où le décideur consulte des agents informés avant de choisir une action.Dans le premier chapitre, j'étudie un modèle où les préférences de l'agent informé sont indépendantes de l'état. En communication unilatérale, seul l'agent envoie un message au décideur. En communication bilatérale, les deux échangent des messages. Je compare ces deux mécanismes en supposant que la même quantité de preuves peut être présentée dans les deux cas. Dans le mécanisme canonique de communication bilatérale, après avoir reçu une déclaration de la part de l'agent, le décideur lui demande de présenter une preuve en particulier. La décision dépend seulement de sa capacité à présenter la preuve demandée. Le résultat principal de ce chapitre stipule que la communication bilatérale améliore le résultat si la certification de l'information est limitée de manière à empêcher le décideur d'atteindre son optimum en communication unilatérale.Le deuxième chapitre, qui résulte d'un travail joint avec Frédéric Koessler (CNRS, École d’Économie de Paris), étudie l'implémentation en présence d'agents averses à l'ambiguïté. Nous montrons que si une règle d'allocation peut être implémentée avec une certification illimitée, elle peut également être implémentée avec une certification limitée d'information si le décideur peut utiliser des mécanismes de communication ambigus et si les agents sont averses à l'ambiguïté au sens du maxmin. L'implication inverse est vraie s'il ya un seul agent et une action de punition.Dans le troisième chapitre, j'étudie un modèle avec deux types d'agents informés. Un type veut maximiser l'action du décideur tandis que l'autre veut la minimiser. Dans ce cas, il peut y avoir besoin de consulter plus d'un agent. J'étudie la consultation séquentielle et j'examine son impact sur la révélation d'information. À l'équilibre, le décideur continue de consulter des agents informés tant que son incertitude est suffisamment élevée. Les agents minoritaires - en termes de préférences - peuvent influencer le décideur en cachant l'information lorsqu'elle est défavorable car il anticipe, à juste titre, que la majorité est davantage susceptible de le faire. En outre, la menace de consultation séquentielle peut être utilisée afin d'extraire des informations plus précises tout en consultant un seul agent
In many situations, decision makers do not observe all relevant information which undermines their ability to choose the best action or policy. Moreover, it can be difficult or costly to directly acquire the missing information. In such cases, the decision maker may acquire information from privately informed parties with potentially different objectives. The issue is that they may try to influence the outcome in their favor either by withholding or selectively reporting information. For instance, employers rely on information presented by job applicants, financial authorities use firms' reports to evaluate them and elected representatives seek expert advice before selecting policies. In these examples, at least some information is certifiable or verifiable. In other words, the informed party can prove certain statements by presenting hard evidence or the decision maker can verify the accuracy of received claims and documents. Since verification can be costly or time consuming, the decision maker might be able to only partially check the claim. These constraints determine the amount of information that can be verified before the decision is made. The first two chapters focus on models that best describe settings where the decision maker has to evaluate a claim or respond to a request made by an individual or institution. In the third chapter, I consider a slightly different framework where the decision maker seeks advice by consulting informed agents.In the first chapter, I study the basic framework where the informed agent's preferences over the decision maker's actions are independent of the state. In unilateral communication, only the agent sends a message to the decision maker. In bilateral communication, both exchange messages sequentially. I study and compare these two types of mechanisms under the constraint that the agent can present the same amount of certifiable information in both cases. In the canonical bilateral communication mechanism, after receiving a claim from the agent, the decision maker asks him to certify a certain event and bases her decision on his ability to do so. The main result of this chapter essentially states that if information certification is limited and the limitation prevents the decision maker from achieving her first-best in unilateral communication then she strictly benefits from bilateral communication.In the second chapter, which results from a joint work with Frédéric Koessler (CNRS, Paris School of Economics), we study implementation in the presence of ambiguity aversion. We show that if an allocation rule can be implemented with unlimited information certification, then it can also be implemented with limited information certification if the designer can use ambiguous communication mechanisms, and if agents are averse to ambiguity in the sense of maxmin expected utility. The reverse implication is true if there is a single agent and a worst outcome.In the third chapter, I study a setting with two types of informed agents. One type prefers higher actions while the other prefers lower actions. The decision maker ignores the informed agent's preferences. In this case, it might not be sufficient to consult one agent. I study sequential consultation of more than one informed agent and examine its impact on information revelation. It is shown that in equilibrium the decision maker may consult more than one agent and that she continues to seek advice as long as her uncertainty is high enough. Learning on the equilibrium path happens through both revelation and withholding of information. It is possible for agents of the minority - in terms of preferences - to influence the decision maker by withholding information so that she chooses their favorite outcome when she should not. Moreover, sequential consultation can be used as a threat to extract more precise information while consulting only one agent
APA, Harvard, Vancouver, ISO, and other styles
17

Brito, Diogo Wahnon Silva Teixeira de. "A framework for developing motion-based games." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11107.

Full text
Abstract:
Dissertação para obtenção do Grau de Mestre em Engenharia Informática
Nowadays, whenever one intents to develop an application that allows interaction through the use of more or less complex gestures, it is necessary to go through a long process. In this process, the gesture recognition system may not obtain high accuracy results, particularly among different users. Since the total number of applications for mobile systems, like Android and iOS, is close to a million and a half and is still increasing, it appears essential the development of a platform that abstracts developers from all the low-level gesture gathering and that streamlines the process of developing applications that make use of this kind of interaction, in a standardize way. In this case such was developed for the iOS system. At the present time, given the existing environment issues, it is ideal to attract the attention, motivate and influence the greatest number of people into having more proenvironmental behaviors. Thus, as a proof of concept for the developed framework, an educational game was created, using persuasive technology, to influence players’s behaviors and attitudes in a pro-environmental way. Therefore, having this idea as a basis, it was also developed a game that is presented in a public ambient display and can be played by any participant close to the displaywho has a device with iOS mobile system.
APA, Harvard, Vancouver, ISO, and other styles
18

Montes, sanchez Alfonso. "Essays in Bayesian Games." Thesis, Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAX096.

Full text
Abstract:
Cette thèse de doctorat propose une série d'essais sur les jeux bayésiens. Il concentre son attention sur le rôle de l'information dans les résultats de ces jeux, depuis les stratégies et l'équilibre jusqu'aux implications pour le bien-être. D'une manière générale, les jeux bayésiens sont des situations stratégiques dans lesquelles il existe des informations incomplètes par rapport à un état pertinent lors de la détermination des paiements. Les joueurs ont une croyance a priori sur le paramètre inconnu, et ils reçoivent des informations sur l'état avant de choisir leurs actions. Les joueurs sont appelés Bayesian car ils mettent à jour leurs informations en utilisant la règle de Bayes. Traditionnellement, les informations reçues par les joueurs sont supposées exogènes et correctement comprises. Cette thèse de doctorat explore les implications et les conséquences de l'abandon de ces hypothèses.Les trois principaux chapitres de cette thèse abordent deux questions différentes liées à l'information. D'une part, on ne suppose plus que les joueurs reçoivent des informations données de manière exogène sur l'état inconnu, mais qu'ils doivent les collecter tout en engageant un coût. Cette hypothèse est à l'origine des contributions et des résultats des chapitres 3 et 4. Par contre, au chapitre 5, il n'est plus supposé que les informations distribuées entre les acteurs sont bien comprises. Autrement dit, je considère que les joueurs reçoivent des biais et des informations corrélées et qu'ils n'en sont pas pleinement conscients
This PhD dissertation provides a series of essays in Bayesian games. It centers its attention on the role of information in the outcomes of such games, from strategies and equilibrium to welfare implications. Broadly speaking, Bayesian games are strategic situations in which there is incomplete information regarding a payoff relevant state. Players have a prior belief about the unknown parameter, and they receive information about the state before choosing their actions. Players are called Bayesian because they update their information using Bayes rule. Traditionally, the information players receive is assumed to be exogenous and correctly understood. This PhD dissertation explores the implications and consequences of giving up these assumptions.The three core chapters of this thesis tackle two different issues related to information. On the one hand, it is no longer assumed that players receive exogenously given information about the unknown state, but that they have to gather it while incurring a cost. This assumption drives the contributions and results of chapters 3 and 4. On the other hand, in chapter 5 it is no longer assumed that information distributed among the players is well understood. That is, I consider that players receive bias and correlated information and that they are not fully aware of it
APA, Harvard, Vancouver, ISO, and other styles
19

Levati, Maria Vittoria. "Individuals behaviour in social dilemma games and the role played by persuasion : theory and experiments." Thesis, University of York, 2000. http://etheses.whiterose.ac.uk/14042/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Luo, Yi. "Gaming at work to save energy - Supporting behavioural change of occupants through cooperative games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231628.

Full text
Abstract:
Commercial buildings are one of the main contributors to energy consumption while both energy management and occupants’ consumption behaviour play crucial roles in how energy is consumed. This study explored the energy awareness of occupants in a commercial building with the goal to investigate how increased awareness could support behaviour change. For this purpose, a cooperative gamified visualization of energy consumption data, “EnerSpace”, is designed, implemented and evaluated. 8 occupants participated in this study who experienced a one-week baseline period and a one-week “EnerSpace” game period. In EnerSpace, the participants were divided into two teams and powered a spaceship with their energy saving respectively on a resource exploitation trip to Mars. Each participant had an avatar in the spaceship who introduced the participant’s personal consumption data. The energy conservation of the participants affects the moving speed of the spaceship and the living condition of their avatars. Participants were rewarded by a postcard sent by the avatars when reaching a destination. The results showed that the participants 1) decreased their energy consumption, 2) reported a fun and engaging experience with EnerSpace, and 3) felt motivated for energy conservation by different motives. This study indicated a potential for energy saving in a commercial building using a cooperative game.
Kommersiella byggnader är en av de främsta bidragsgivarna till energiförbrukningen, medan både energihantering och passagerarnas konsumtionsbeteende spelar en viktig roll i hur energi förbrukas. Denna studie undersökte medvetenheten om passagerare i en kommersiell byggnad med målet att undersöka hur ökad medvetenhet kunde stödja beteendets förändring. I detta syfte utformas, implementeras och utvärderas en kooperativ gammal visualisering av energiförbrukningsdata, "EnerSpace". 8 personer deltog i den här studien som upplevde en veckors baslinjeperiod och en veckas "EnerSpace" spelperiod. I EnerSpace delades deltagarna i två lag och drev ett rymdskepp med respektive energibesparing på en resursutnyttjandesresa till Mars. Varje deltagare hade en avatar i rymdskeppet som introducerade deltagarens personliga konsumtionsdata. Deltagarnas energibesparande påverkar rymdskeppens rörelsehastighet och deras avatars levnadsförhållande. Deltagarna belönades med ett vykort skickat av avatarer när de kom till en destination. Resultaten visade att deltagarna 1) minskade sin energiförbrukning, 2) rapporterade en rolig och engagerande erfarenhet av EnerSpace, och 3) kände sig motiverade för energibesparing med olika motiv. Denna studie indikerade en potential för energibesparing i en kommersiell byggnad med hjälp av en kooperativ gammal visualisering.
APA, Harvard, Vancouver, ISO, and other styles
21

Hopp, Tobias. "Harnessing the Selective Effects of Arousal in the Context of Persuasive Message Delivery: Violent Video Games, Reactance, Post-Scroll Messaging, and Anti-Violence Messages." Thesis, University of Oregon, 2014. http://hdl.handle.net/1794/18387.

Full text
Abstract:
The present dissertation explored the effectiveness of inserting anti-violence, pro-social messages into violent video games. In light of previous, inconsistent findings relative to the effectiveness of in-game persuasive message placement, this study introduced the notion of "post-scroll" video game messaging (i.e., insertion of a persuasive message immediately after the end of a game level or sequence). The theoretical framework employed in this work suggested that video game play would be associated with heightened levels of arousal. Subsequently, the expectation was that heightened levels of arousal would influence message processing on a conditional basis. The results indeed suggested that the combination of high arousal and low levels of message induced state reactance was associated with a number of favorable message outcomes. The results also suggested that the ability to detect message reactance potential was markedly compromised in highly stimulating media environments. Specifically, the current findings indicated that highly aroused message evaluators may rely on externally provided cues when assessing a message's reactance potential. Taken as a whole, the current work's findings provided initial evidence that post-scroll messaging can be a fruitful means of persuasive message delivery.
2016-09-29
APA, Harvard, Vancouver, ISO, and other styles
22

Harmsen, Rivera Daniela. "How to encourage informal debriefing? : A step further on changing attitudes with games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5132.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Christy, Katheryn R. "Investigating the Use of Interactive Narratives for Changing Health Beliefs: A Test of the Model of Interactive Narrative Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461167842.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

Hedemalm, Emil. "Online Transportation Mode Recognition and an Application to Promote Greener Transportation." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-65348.

Full text
Abstract:
It is now widely accepted that human behaviour accounts for a large portion of total global emissions, and thus influences climate change to a large extent. Changing human behaviour when it comes to mode of transportation is one component which could make a difference in the long term. In order to achieve behavioural change, we investigate the use of a persuasive multiplayer game. Transportation mode recognition is used within the game to provide bonuses and penalties to users based on their daily choices regarding transportation. To easily identify modes of transportation, an approach to transport recognition based on accelerometer and gyroscope data is analysed and extended. Preliminary results from the machine learning tests show that the classification true-positive rate for recognizing 10 different classes can reach up to 95% when using a history set (66% without). Preliminary results from testers of the game indicate that using games may be successful in causing positive change in user behaviour.

Del av Erasmus Mundus PERCCOM. Redovisning skedde på anordnad summer school av partner-universitet där hela konsortiet närvarade.

APA, Harvard, Vancouver, ISO, and other styles
25

Redlicki, Bartosz Andrzej. "Essays in information economics." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/277513.

Full text
Abstract:
This thesis consists of three essays in the field of information economics. The first essay studies manipulation of information by partisan media. The recent increase in partisan media has generated interest in what drives media outlets to become more partisan. I develop a model to study the role of diffusion of information by word of mouth. In the model, a media outlet designs an information policy, which specifies the level of partisan slant in the outlet’s news reports. The news spread via a communication chain in a population of agents with heterogeneous preferences. The slant has an impact on whether the agents find the news credible and on their incentives to pass the news to others. The analysis elucidates how partisanship of media can be driven by political polarisation of the public and by the tendency of people to interact with people with similar political views. The second essay, co-authored by Jakub Redlicki, investigates falsification of scientific evidence by interest groups. We analyse a game between a biased sender (an interest group) and a decision maker (a policy maker) where the former can falsify scientific evidence at a cost. The sender observes scientific evidence and knows that it will also be observed by the decision maker unless he falsifies it. If he falsifies, then there is a chance that the decision maker observes the falsified evidence rather than the true scientific evidence. First, we investigate the decision maker’s incentives to privately acquire independent evidence, which not only provides additional information to her but can also strengthen or weaken the sender’s falsification effort. Second, we analyse the decision maker’s incentives to acquire information from the sender. The third essay analyses competition between interest groups for access to a policy maker. I study a model of lobbying in which two privately-informed experts (e.g., interest groups) with opposite goals compete for the opportunity to communicate with a policy maker. The main objective is to analyse the benefits which competition for access brings to the policy maker as opposed to hiring an expert in advance. I show that competition for access is advantageous in that it provides the policy maker with some information about the expert who did not gain access and gives the experts an incentive to invest in their communication skills. On the other hand, hiring an expert in advance allows the policy maker to use a monetary reward to incentivise the expert to invest more in his communication skills.
APA, Harvard, Vancouver, ISO, and other styles
26

Pereira, Rafael. "Os jogos de linguagem e o ensino de filosofia: uma abordagem wittgensteiniana." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-01042015-141345/.

Full text
Abstract:
Este trabalho apresenta uma análise wittgensteiniana de alguns problemas ligados ao ensino de filosofia. Tomando como ponto de partida a difícil relação entre a formação inicial do professor e a cultura escolar, esta dissertação trata as transformações a que a filosofia é submetida na passagem da academia à escola como mudanças nos usos da linguagem filosófica. Esta mudanças são esclarecidas à luz dos conceitos de jogos de linguagem e formas de vida, desenvolvidos na filosofia tardia de Ludwig Wittgenstein, como alternativa a teorias linguísticas referenciais e metafísicas. Examinando os limites das explicações que fundamentam os jogos de linguagem em geral, torna-se compreensível o aspecto do aprendizado dos jogos linguísticos da filosofia que, irredutível à compreensão de razões, reside na vontade do aprendiz que, como tal, só pode ser persuadida. Este é o viés pelo qual será enfrentada a questão didática da motivação dos alunos. Ademais, o problema da persuasão e a atenção aos usos da linguagem filosófica animam, se não um método, uma estratégia de uso da história da filosofia no ensino médio, na qual a história da filosofia se torna uma ocasião para o aluno afrontar os limites do sentido de sua forma de vida.
This work presents a Wittgensteinian analysis of some problems linked to the teaching of philosophy. Taking as starting point the difficult relationship between initial training teachers and school culture, this dissertation deals with the transformations that philosophy is subjected in passing the academy to school as shifts in the uses of philosophical language. The shifts are explained in the light of the concepts of language games and forms of life developed in the later philosophy of Ludwig Wittgenstein as an alternative to referential language and metaphysical theories. Examining the limits of the reasons that base the language games in general, it becomes understandable the aspect of the linguistic games of philosophy learning that, irreducible to the understanding of learning reasons, lay on the willingness of the learner, as such, can only be persuaded. This is the bias by which will be faced the didactic issue of student motivation. Moreover, the problem of persuasion and attention to the uses of philosophical language animate, if not a method, a strategy of using the history of philosophy in high school, in which the history of philosophy becomes an opportunity for the student to confront the limits of sense of their way of life.
APA, Harvard, Vancouver, ISO, and other styles
27

Formánek, Václav. "Pravidla hry: kritické hry a teorie na poli mezinárodních vztahů." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-198822.

Full text
Abstract:
The main goal od critical theories of international relations is to help to achieve more universal freedom and equality in the world. Critical theorists use different kinds of strategies to achieve this goal. Persuasive popularization by critical videogames is one those strategies. Author analyzes different strategies of such persuasion. He also designs own concept of critical game. The goal of this game is to present main ideas of critical theories to the general public in the most precise but still understandable way. Autor wants to show the potential of videogames for popularization of critical theories.
APA, Harvard, Vancouver, ISO, and other styles
28

Lorecchio, Caio Paes Leme. "Bad reputation with rating systems." reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10438/18310.

Full text
Abstract:
Submitted by Caio Paes Leme Lorecchio (caio.lorecchio@gmail.com) on 2017-06-07T16:01:31Z No. of bitstreams: 1 Bad Reputation with Rating Systems.pdf: 556649 bytes, checksum: 01e7c1222ac8b0ed3258d714f7adc3b2 (MD5)
Rejected by Suzinei Teles Garcia Garcia (suzinei.garcia@fgv.br), reason: Boa tarde Caio, Por favor, tirar o acento da palavra Getulio em todas as páginas, Agradecimento/Resumo/Abstract em caixa alta, letra padrão ABNT ou APA (capa.....) e tirar a linha do cabeçalho conforme conversamos. Abs. Suzi 3799-7876 on 2017-06-07T18:39:31Z (GMT)
Submitted by Caio Paes Leme Lorecchio (caio.lorecchio@gmail.com) on 2017-06-07T19:58:22Z No. of bitstreams: 1 Bad Reputation with Rating Systems.pdf: 373018 bytes, checksum: 6855d5f3fc595b138d084679ef3eeabe (MD5)
Approved for entry into archive by Suzinei Teles Garcia Garcia (suzinei.garcia@fgv.br) on 2017-06-08T11:43:14Z (GMT) No. of bitstreams: 1 Bad Reputation with Rating Systems.pdf: 373018 bytes, checksum: 6855d5f3fc595b138d084679ef3eeabe (MD5)
Made available in DSpace on 2017-06-08T12:52:00Z (GMT). No. of bitstreams: 1 Bad Reputation with Rating Systems.pdf: 373018 bytes, checksum: 6855d5f3fc595b138d084679ef3eeabe (MD5) Previous issue date: 2017-05-11
Este trabalho analisa um modelo de má reputação com sistemas de rating como uma forma particular de memória limitada. Em cada período, um cliente preocupado apenas com ganhos correntes escolhe se contrata ou não um especialista. O cliente compreende as regras de transição do sistema, mas observa apenas a realização de um rating (uma nota) que carrega informação sobre o provável tipo de especialista para tomar a decisão de contrato. Um especialista do tipo estratégico escolhe prover ou não o tratamento correto quando contratado e um especialista do tipo ruim sempre oferece o tratamento mais caro, independentemente do problema observado. Quando clientes observam todo o histórico de interacões, um especialista estratégico ou tem fortes incentivos para oferecer o tratamento barato (quando o tratamento correto seria o mais caro) ou eventualmente a crença no mercado de que ele é do tipo ruim é suficientemente grande para que deixe de ser contratado. Quando clientes possuem apenas o sistema de rating como fonte de informação, este trabalho demonstra que não apenas é possível evitar esse efeito negativo, como também é possível aumentar os ganhos de equilíbrio em comparação à ausência de qualquer sistema informacional. Ademais, este trabalho desenha os sistemas ótimos do ponto de vista tanto do cliente quando do especialista para todas as crenças iniciais, discutindo como eles diferem em um sistema de dois estados e quando há ganhos de eficiência.
We study a bad reputation model with rating system as a special form of limited memory. At each period, a myopic customer knowing the rules of the system but observing only a current public realization of a finite set of states uses this information to infer expert's type and take hiring decisions. A strategic expert chooses whether or not to provide correct treatment whenever hired and a bad (committed) expert always proposes an expensive treatment. With full memory, a patient expert cannot refrain from gaining reputation of being bad or lying to separate herself from a bad type. With rating systems, we show that it is possible not only to overcome bad reputation effect, but generate higher equilibrium outcomes relative to trivial information censoring (no memory at all). We characterize optimal systems from customer and strategic expert's point of view in a two-state setting for all prior beliefs and show how they differ and when a rating system can bring efficiency to experts' markets.
APA, Harvard, Vancouver, ISO, and other styles
29

Svensson, Rasmus. "Biopolis : Ett Spelprojekt om Klimat- och Beteendeförändring." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86537.

Full text
Abstract:
Klimatförändring är något som sker naturligt på vår planet. Vad man dock har upptäckt under de senaste 100 åren, är att vi människor har påskyndat denna process och därmed satt planetens naturliga cykel ur balans. Forskare förutspår drastiska förändringar i framtiden. Torka och begränsad åtkomst till dricksvatten. Höjning av havsnivån. Extremaväder. M.m. Ändå händer det inte så mycket som man tycker att det borde göra. En förändring måste ske. Så vad kan jag, som grafisk designer, göra för världen? Ett av de stora problemen inom detta ämne är attdetta är något man inte vill tala om i samhället. Det är ett tungt ämne och det är förståeligt att mangärna vänder ryggen till. Därför har jag anpassatmitt projekt till att tackla detta dilemma genom attutnyttja ett medium som har möjlighet att fångauppnärksamhet på ett öppensinnat sätt. Genom rolig aktivitet och lättsam stämning hoppas jag att fler ska vara öppna till förändring. För att uppnå detta har grafisk formgivning använts för att gestala projektets identitet med stöd från färgteori och beteendevetenskap. Även teorierna om nudging och learning by doing har spelat en rolli arbetet som mynnat ut i ett  brädspel med fokus på användarupplevelsen.
Climate change is something that happens naturally on our planet. What has been discovered over the last 100 years, however, is that us humans have accelerated this process and put the planet’s natural cycle out of balance. Researchers predict drastic changes in the future. Drought and limited access to drinking water. Increasing sea level. Extreme weather. Etc. Despite this not as much happens as you think it should. A change must happen. So what can I, as a graphic designer, do for the world? One of the big problems about this topic, is that this is something people avoid talking about in society. It’s a heavy subject and it’s understandable that people would rather turn their back on it. Therefore, I have adapted my project to tackle this dilemma by using a medium that has the opportunity to capture attention in an open minded way. Through fun activity and light-hearted atmosphere, I hope that more people will be open to change. To achieve this, graphic design has been used to shape the project’s identity with the support of color theory and behavioral science. The theories of nudging and learning by doing have also played a role in the work, which resulted in a board game with a focus on user experience.
APA, Harvard, Vancouver, ISO, and other styles
30

"DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES." Thesis, 2014. http://hdl.handle.net/10388/ETD-2014-06-1555.

Full text
Abstract:
People generally want to engage in a healthy lifestyle, to live in harmony with the environment, to contribute to social causes, and to avoid behaviours that are harmful for themselves and others. However, people often find it difficult to motivate themselves to engage in these beneficial behaviours. Even adopting a healthy lifestyle, such as healthy eating, physical activity, or smoking cessation, is hard despite being aware of the benefits. The increasing adoption and integration of technologies into our daily lives present unique opportunities to assist individuals to adopt healthy behaviours using technology. As a result, research on how to use technology to motivate health behaviour change has attracted the attention of both researchers and health practitioners. Technology designed for the purpose of bringing about desirable behaviour and attitude changes is referred to as Persuasive Technology (PT). Over the past decade, several PTs have been developed to motivate healthy behaviour, including helping people with addictive behaviour such as substance abuse, assisting individuals to achieve personal wellness, helping people manage diseases, and engaging people in preventive behaviours. Most of these PTs take a one-size-fits-all design approach. However, people differ in their motivation and beliefs about health and what constitutes a healthy life. A technology that motivates one type of person to change her behaviour may actually deter behaviour change for another type of person. As a result, existing PTs that are based on the one-size-fits-all approach may not be effective for promoting healthy behaviour change for most people. Because of the motivational pull that games offer, many PTs deliver their intervention in the form of games. This type of game-based PTs are referred to as persuasive games. Considering the increasing interest in delivering PT as a game, this dissertation uses persuasive games as a case study to illustrate the danger of applying the one-size-fits-all approach, the value and importance of tailoring PT, and to propose an approach for tailoring PTs to increase their efficacy. To address the problem that most existing PTs employ the one-size-fits-all design approach, I developed the Model-driven Persuasive Technology (MPT) design approach for tailoring PTs to various user types. The MPT is based on studying and modelling user’s behaviour with respect to their motivations. I developed the MPT approach in two preliminary studies (N = 221, N = 554) that model the determinants of healthy eating for people from different cultures, of different ages, and of both genders. I then applied the MPT approach in two large-scale studies to develop models for tailoring persuasive games to various gamer types. In the first study (N = 642), I examine eating behaviours and associated determinants, using the Health Belief Model. Using data from the study, I modelled the determinants of healthy eating behaviour for various gamer types. In the second study (N = 1108), I examined the persuasiveness of PT design strategies and developed models for tailoring the strategies to various gamer types. Behavioural determinants and PT design strategies are the two fundamental building blocks that drive PT interventions. The models revealed that some strategies were more effective for particular gamer types, thus, providing guidelines for tailoring persuasive games to various gamer types. To show the feasibility of the MPT design approach, I applied the model to design and develop two versions of a Model-driven Persuasive Game (MPG) targeting two distinct gamer types. To demonstrate the importance of tailoring persuasive games using the MPG approach, I conducted a large-scale evaluation (N = 802) of the two versions of the game and compared the efficacy of the tailored, contra-tailored, and the one-size-fits-all persuasive games condition with respect to their ability to promote positive changes in attitude, self-efficacy, and intention. To also demonstrate that the tailored MPG games inspire better play experience than the one-size-fits-all and the contra-tailored persuasive games, I measure the gamers’ perceived enjoyment and competence under the different game conditions. The results of the evaluation showed that while PTs can be effective for promoting healthy behaviour in terms of attitude, self-efficacy, and intention, the effectiveness of persuasion depends on using the right choice of persuasive strategy for each gamer type. The results showed that one size does not fit all and answered my overarching research question of whether there is a value in tailoring PT to an individual or group. The answer is that persuasive health interventions are more effective if they are tailored to the user types under consideration and that not tailoring PTs could be detrimental to behaviour change.
APA, Harvard, Vancouver, ISO, and other styles
31

Wang, Sheng-Wen, and 王聖文. "Using Mobile Social Persuasive Game to Improve Adherence to Keep an Electronic Diary." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/93881373331556253822.

Full text
Abstract:
碩士
國立臺灣大學
資訊網路與多媒體研究所
104
When collecting data with diary for longitudinal studies, non-compliance can result in the missing of data and make it difficult to be analyzed. Thus, we develop an electronic diary system and try to use a social persuasive game to improve the adherence on keeping a diary. The result of the experiment indicate that the game did has the potential to bring positive effect to the diary completion rate.
APA, Harvard, Vancouver, ISO, and other styles
32

"EXPLORING THE INFLUENCE OF DIFFERENT FACTORS IN DESIGNING A GAMIFIED ONLINE COMMUNITY FOR GIRLS." Thesis, 2016. http://hdl.handle.net/10388/ETD-2016-01-2388.

Full text
Abstract:
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Related works and real world examples of gamification are discussed and some areas where insufficient research exists. In order to address the identified research problems, an experimental gamified system was designed and implemented for sharing articles related to different aspects of life. The participants of the study were recruited among the users of an existing Iranian lifestyle site for female users. Therefore, the gender of the users was considered in the design. A wide range of gamification elements were implemented in the system to test the effectiveness of specific design features and gamification elements’ parameters in increasing user motivation, for example, the contingency of rewards and the use of sound and animation in badges. A detailed questionnaire was used to answer the research questions. The results suggest specific combinations of gamification elements and their parameters that can be successfully applied by designers of social sites for similar audience.
APA, Harvard, Vancouver, ISO, and other styles
33

Jhong, Ren-Syuan, and 鍾仁軒. "Application of Mobile Computing and Game Interaction for a Persuasive Energy Conservation System Based on Visual and Emotional Stimulation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/29j7x7.

Full text
Abstract:
碩士
國立臺灣科技大學
營建工程系
100
The role of behavior in efforts to reduce energy consumption and carbon emissions has attracted considerable attention in recent years. Numerous kinds of innovative methods have been proposed to encourage energy conservation. The renovated use of persuasive computing to influence user behavior has gradually become more popular. This method is designed to change attitudes or behaviors of the users through persuasion influence. Sensors installed in the user environment constantly collect data of energy consumptions, data are then transformed into an emotional visualization model in attempt to interact with the user. The model sends a non- compulsive message to users in attempt to encourage energy saving behavior. This research aims to enhance the concept of persuasive computing into commonly used mobile devices, such as smart phones or tablets. Utilizing mobile devices as monitoring interfaces, applying monitoring applications into mobile devices to monitor environmental data such as temperature or moisture. This research further focuses on developing a collaboration of games and monitoring applications to create and interaction with the user. In pursuit of creating a persuasive motive for the user to develop energy saving behavior. This research is presented through a series of demonstrations, followed by a questionnaire survey. The survey investigates the users’ experiences and opinions, survey results are then carefully analyzed and organized to fully understand the influences of using interactive games to persuade energy conservation behavior.
APA, Harvard, Vancouver, ISO, and other styles
34

Yi-CinJheng and 鄭伊秦. "Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/29546r.

Full text
Abstract:
碩士
國立成功大學
資源工程學系
104
As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been developed for motivating people toward energy saving behavior in which a variety of persuasive strategies or game design elements are employed. However, most of the persuasive strategies or game design elements designed in BCSSs depend on designer’s own intuition and the users are regarded as a homogeneous group which leads to the low effectiveness of the systems. Hence, the purpose of the study is to help the designers of BCSSs for energy saving behavior adopt the appropriate persuasive strategies and game design elements by considering users’ differences. The research begins with collecting cases of BCSSs for energy saving behavior, the commonly employed twelve persuasive strategies in the systems were analyzed. Then, the study takes the questionnaires to investigate the possible demographic differences on perceiving persuasiveness of the twelve persuasive strategies. Furthermore, the persuasive strategies are linked to the twenty-nine game design elements by performing affinity diagram and the results are presented in the form of the table. After understanding the persuasiveness of each persuasive strategy for the different user groups, designers can select the suitable game design elements that correspond to persuasive strategies from the table of affinity diagram. It’s expected that the results of the study can provide the suggestions to designers for designing a gamified BCSS for energy saving behavior by considering user’s differences.
APA, Harvard, Vancouver, ISO, and other styles
35

Godin, Danny. "Design persuasif de jeu de rôle de table : introduction et validation d'une approche argumentative au design de jeu." Thèse, 2018. http://hdl.handle.net/1866/22426.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Lin, Hsuan-Chu, and 林軒竹. "Game Design for Promoting Social Persuasion." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/70813654346331010340.

Full text
Abstract:
碩士
國立臺灣大學
資訊網路與多媒體研究所
102
People often forget to exercise due to fast pace of modern life. And there are so many barriers in our daily life. If a person do not have strong motivation to exercise, it is very difficult for him/her to maintain exercise habits. So we design a system which integrates social community and games to help people take more exercise by social persuasion. We promote the effect of community by games which increase the opportunities for interaction. We hope the system will help users to develop the habit of daily exercise.
APA, Harvard, Vancouver, ISO, and other styles
37

Dahya, Negin. "Videogames for education and social change : examining representation and learning in serious and persuasive digital-games /." 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR45929.

Full text
Abstract:
Thesis (M.Ed.)--York University, 2008. Graduate Programme in Education.
Typescript. Includes bibliographical references (leaves 138-147). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL:http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR45929
APA, Harvard, Vancouver, ISO, and other styles
38

"Winning the Recruiting Game: The Student-Athlete Perspective." Doctoral diss., 2019. http://hdl.handle.net/2286/R.I.54818.

Full text
Abstract:
abstract: College sports in America represent a multibillion dollar industry. Recruiting collegiate student-athletes not only is costly for university teams, but is integral for their long-term success. Universities spend substantial amounts of money to recruit student-athletes, yet relatively little academic work has focused on understanding the athletic recruiting process. While NCAA policy regulates when communication is allowed between coaches and student-athletes, there is a lack of literature investigating what the communicative aspects of athletic recruiting entail. Thus, the purpose of this dissertation is to unpack the student-athlete experience of collegiate athletic recruitment. It builds on theoretical work from organizational and interpersonal communication, as well as management and marketing, to extend existing knowledge of student-athletes’ college choice. Specifically, a conceptual model is presented that includes how student-athletes’ expectations and relationships during athletic recruitment contribute to an overall affinity for the university that, in turn, influences choice. Thirty Division I student-athletes from six different sports participated in focus groups to discuss their recruitment experiences. Taking a grounded theory approach to the focus group transcripts, thematic analysis illuminated what was most memorable for student-athletes about their recruitment, what expectations they had for the process, and what relational benefits they sought when making their college choice decision. Findings reinforced the prominence of communication in the recruitment process, and indicated the importance of interpersonal relationships, authentic communication, and a customized recruiting experience. This work represents the start of a scholarly trajectory which will further conceptualize and test the relational elements of athletic recruiting. Future directions, as well as theoretical and practical implications, are discussed.
Dissertation/Thesis
Doctoral Dissertation Communication 2019
APA, Harvard, Vancouver, ISO, and other styles
39

Chen, Yen-Tsen, and 陳妍岑. "The Effects of Perceived Value and Pricing Tactics Persuasion Knowledge on Purchase Intention of Social Media Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/77839967917531250770.

Full text
Abstract:
碩士
淡江大學
管理科學學系碩士班
101
According to the Market Intelligence and Consulting Institute (MIC; 2012) in Taiwan, the scale of the global mobile game market will exceed 15 billion dollars from $10.5 billion in 2011 to $15.2 billion in 2015, implying the enormous commercial potential. People prefer to using free products and companies strive to make profits, thus forming the persuasive intention. This study develops the framework for social media games according to the theory of persuasion knowledge (Friestad & Wright, 1994) and subjective pricing tactics persuasion knowledge (SPTPK). Model 1 examined the factors of perceived value, SPTPK, and value equity on purchase intention. Model 2 considered persuasion knowledge and push/pull communication as moderating variables. This research commissioned a professional survey company in Taiwan to collect online questionnaires for surveying purchase intention on social media games. AMOS 17.0 statistical software was employed to analyze the reliability and validity of the measurements. The research hypotheses were examines by structural equation modeling (SEM), which supported certain of the hypotheses. Social value, monetary value, epistemic value, and SPTPK have significant positive effect on value equity, and value equity positively affects purchase intention. Functional value and emotional value have no significant effect on value equity. Persuasion knowledge has significant moderating effect between monetary value and value equity. Push and pull communication have no moderating effects between perceived values and value equity. Finally, theoretical and practical implications are provided for future research.
APA, Harvard, Vancouver, ISO, and other styles
40

Vargas-Tonsing, Tiffanye. "An examination of pre-game speeches and their effectiveness in increasing athletes' levels of self-efficacy and emotion." 2004. http://www.oregonpdf.org.

Full text
Abstract:
Thesis (Ph. D.)--Michigan State University, 2004.
Includes bibliographical references (leaves 121-129). Also available online (PDF file) by a subscription to the set or by purchasing the individual file.
APA, Harvard, Vancouver, ISO, and other styles
41

Šedek, Jan. "Manipulace ověřitelných informací." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-332838.

Full text
Abstract:
In this thesis we take the Bayesian persuasion model, impose a limitation on the signal space and subsequently derive the first order conditions for the equilibrium. Then we enhance the model for several different constraints. We find that the analysis is greatly facilitated if such constraints do not relax when more signals are added to the model. The first type of constraint is imposed to eliminate the perfectly informative persuasion mechanisms. The second type of constraint limits the total uncertainty reduction caused by the persuasion. Finally the third type of constraint is a participation constraint. It ensures a certain level of reservation utility for the persuaded party. Powered by TCPDF (www.tcpdf.org)
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography