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Towards Design Strategies for the Persuasive Gameplay Experience

Published: 05 October 2015 Publication History

Abstract

Games are increasingly used for purposes that stretch beyond their primary strength as medium for entertainment, including games used for training, education and critique. Among this stretch we also find games that argue a particular point of view; to shape attitudes and shift perspectives towards real-world concepts or objects. Unlike most contemporary media to persuade games are unique in their interactive affordances; providing players with the ability to evaluate given arguments to a system that responds, and essentially allows the player to engage in an indirect discussion with the designer(s). Although persuasion through games is not a new venue of research, the discipline unfortunately still lacks practical game design strategies aimed to aid designers in maximizing the persuasive potential of their games. The presented research is therefore concerned with how to design for persuasive gameplay and what strategies (models, frameworks, guidelines, methodologies, etc.) could support the designer throughout this design process.

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  1. Towards Design Strategies for the Persuasive Gameplay Experience

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    cover image ACM Conferences
    CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
    October 2015
    852 pages
    ISBN:9781450334662
    DOI:10.1145/2793107
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 05 October 2015

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    Author Tags

    1. game design
    2. game design strategies
    3. games for attitude change
    4. persuasive gameplay
    5. persuasive games

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    • The Netherlands Organisation for Scientific Research

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    CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    • (2017)Deconstructing Pokémon Go – An Empirical Study on Player Personality CharacteristicsPersuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors10.1007/978-3-319-55134-0_7(83-94)Online publication date: 9-Mar-2017
    • (2016)A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality GameProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968110(91-104)Online publication date: 16-Oct-2016

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