Hardcover, 264 pages

English language

Published March 23, 2021 by Amsterdam University Press.

ISBN:
978-94-6372-880-5
Copied ISBN!
OCLC Number:
10970721445

View on OpenLibrary

No rating (0 reviews)

The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.

This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as …

2 editions

Subjects

  • Social psychology
  • Mass media
  • Computer games -- Design
  • Persuasion (Psychology)
  • Video games -- Psychological aspects
  • Computer games -- Psychological aspects