Show simple item record

dc.contributor.editorDe La Hera, Teresa
dc.contributor.editorJansz, Jeroen
dc.contributor.editorRaessens, Joost
dc.contributor.editorSchouten, Ben
dc.date.accessioned2025-03-08T08:54:35Z
dc.date.available2025-03-08T08:54:35Z
dc.date.issued2021
dc.date.submitted2021-03-12T10:44:25Z
dc.identifierONIX_20210312_9789048543939_3
dc.identifierhttps://library.oapen.org/handle/20.500.12657/47211
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/190639
dc.description.abstractThe rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
dc.languageEnglish
dc.relation.ispartofseriesGames and Play
dc.rightsopen access
dc.subject.otherGame, play, persuasion, game design, serious games
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology
dc.subject.otherthema EDItEUR::P Mathematics and Science::PB Mathematics::PBU Optimization::PBUD Game theory
dc.titlePersuasive Gaming in Context
dc.typebook
oapen.identifier.doi10.5117/9789463728805
oapen.relation.isPublishedByde2ecbe7-1037-4e96-8c3a-5a842d921e04
oapen.relation.isFundedByda087c60-8432-4f58-b2dd-747fc1a60025
oapen.relation.isFundedBye0bd4373-4073-4641-9c13-774e2b3e6588
oapen.collectionDutch Research Council (NWO)
oapen.pages265
oapen.grant.number314-99-106
dc.relationisFundedByda087c60-8432-4f58-b2dd-747fc1a60025
dc.grantprojectPersuasive Gaming. From Theory-Based Design to Validation and Back


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record