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.
Full textHagvall, 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 textHartami, 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 textLiljeqvist, 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 textMobilspel 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.
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 textHaag, 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 textAndiloro, 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 textBenkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.
Full textValtin, Georg, and Daniel Pietschmann. "Persuasive Kommunikation in Computerspielen." Thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801404.
Full textVenegas, 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 textHoekstra, 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 textInformationsteknologirevolutionen 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.
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 textLøvlie, 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 textPereira, 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 textSocial 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.
Ferrari, Simon. "The judgment of procedural rhetoric." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33915.
Full textAyouni, Dit Houimel Mohamed Mehdi. "Information certifiable : révélation et persuasion." Thesis, Cergy-Pontoise, 2016. http://www.theses.fr/2016CERG0875/document.
Full textIn 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
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 textNowadays, 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.
Montes, sanchez Alfonso. "Essays in Bayesian Games." Thesis, Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAX096.
Full textThis 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
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 textLuo, 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 textKommersiella 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.
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 text2016-09-29
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 textChristy, 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 textHedemalm, 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 textDel av Erasmus Mundus PERCCOM. Redovisning skedde på anordnad summer school av partner-universitet där hela konsortiet närvarade.
Redlicki, Bartosz Andrzej. "Essays in information economics." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/277513.
Full textPereira, 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 textThis 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.
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 textLorecchio, Caio Paes Leme. "Bad reputation with rating systems." reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10438/18310.
Full textRejected 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)
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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.
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 textClimate 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.
"DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES." Thesis, 2014. http://hdl.handle.net/10388/ETD-2014-06-1555.
Full textWang, 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.
"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 textJhong, 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.
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.
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 textLin, Hsuan-Chu, and 林軒竹. "Game Design for Promoting Social Persuasion." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/70813654346331010340.
Full text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.
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 textTypescript. 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
"Winning the Recruiting Game: The Student-Athlete Perspective." Doctoral diss., 2019. http://hdl.handle.net/2286/R.I.54818.
Full textDissertation/Thesis
Doctoral Dissertation Communication 2019
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.
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 textIncludes bibliographical references (leaves 121-129). Also available online (PDF file) by a subscription to the set or by purchasing the individual file.
Šedek, Jan. "Manipulace ověřitelných informací." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-332838.
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