Towards design strategies for the persuasive gameplay experience

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    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.
    Original languageEnglish
    Title of host publicationProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15)
    Place of PublicationNew York
    PublisherAssociation for Computing Machinery, Inc
    Pages407-410
    ISBN (Electronic)ISBN: 978-1-4503-3466-2
    DOIs
    Publication statusPublished - 2015
    Event2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015 - The Light, London, United Kingdom
    Duration: 5 Oct 20157 Oct 2015
    Conference number: 2
    https://chiplay.acm.org/2015/

    Conference

    Conference2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015
    Abbreviated titleCHI PLAY 2015
    Country/TerritoryUnited Kingdom
    CityLondon
    Period5/10/157/10/15
    Internet address

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