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Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent

Published: 15 October 2017 Publication History

Abstract

Games are designed with different objectives in mind. Some primarily for entertainment, others also to educate, motivate or persuade its players. Games with the latter objective, that of persuasion, are designed not only to be entertaining, but also with the intent to shape how players think and feel about issues in reality. However, despite the growing interest in persuasive games, we still lack the design insights and strategies that support their production, particularly for those using immersive technologies. To address this gap, we organize a hands-on workshop and bring together academic and industry experts to explore persuasive game design. Through making we generate knowledge in the form of insights and examplar work, and subsequently formulate best-practises and design strategies for future design and research.

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Cited By

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  • (2022)Immersive Technology Systematic Review and Challenges2022 ASU International Conference in Emerging Technologies for Sustainability and Intelligent Systems (ICETSIS)10.1109/ICETSIS55481.2022.9888855(186-191)Online publication date: 22-Jun-2022

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Published In

cover image ACM Conferences
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
October 2017
700 pages
ISBN:9781450351119
DOI:10.1145/3130859
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 October 2017

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Author Tags

  1. game design
  2. immersive technologies
  3. interactive entertainment persuasion
  4. persuasive games

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  • Netherlands Organisation for Scientific Research

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CHI PLAY '17
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CHI PLAY '17 Extended Abstracts Paper Acceptance Rate 46 of 178 submissions, 26%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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View all
  • (2022)Immersive Technology Systematic Review and Challenges2022 ASU International Conference in Emerging Technologies for Sustainability and Intelligent Systems (ICETSIS)10.1109/ICETSIS55481.2022.9888855(186-191)Online publication date: 22-Jun-2022

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