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Persuasive gaming in context /

The 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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Hera, Teresa de la (Editor ), Jansz, Jeroen, 1958- (Editor ), Raessens, Joost, 1960- (Editor ), Schouten, Ben (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2021]
Colección:Games and play (Amsterdam, Netherlands)
Temas:
Acceso en línea:Texto completo

MARC

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050 4 |a GV1469.34.P79 
082 0 4 |a 794.8  |2 23 
049 |a UAMI 
245 0 0 |a Persuasive gaming in context /  |c edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c [2021] 
300 |a 1 online resource :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Games and play 
504 |a Includes bibliographical references and index. 
588 0 |a Print version record. 
520 |a The 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. 
505 0 0 |t Frontmatter --  |t Table of Contents --  |t 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction --  |t Part I. The Study of Persuasion Through Digital Games --  |t Introduction to Part I --  |t 2. Persuasive Games, A Decade Later --  |t 3. Playing an Automated World --  |t 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes --  |t 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model --  |t Part II. Designing Persuasive Games --  |t Introduction to Part II --  |t 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game --  |t 7. Macro, Micro, and Meta-Persuasive Play to Change Society --  |t 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction --  |t 9. Designing for Persuasion through Embodied Experiences in Virtual Reality --  |t Part III. Assessing the Effectiveness of Persuasive Games --  |t Introduction to Part III --  |t 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects --  |t 11. Designing for Transfer --  |t 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees --  |t 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games --  |t Index 
546 |a English. 
590 |a JSTOR  |b Books at JSTOR Open Access 
590 |a JSTOR  |b Books at JSTOR All Purchased 
650 0 |a Video games  |x Psychological aspects. 
650 0 |a Computer games  |x Psychological aspects. 
650 0 |a Persuasion (Psychology) 
650 6 |a Jeux vidéo  |x Aspect psychologique. 
650 7 |a Media studies.  |2 bicssc 
650 7 |a Social, group or collective psychology.  |2 bicssc 
650 7 |a Game theory.  |2 bicssc 
650 7 |a Computers  |x Programming  |x Games.  |2 bisacsh 
650 7 |a Psychology  |x Social Psychology.  |2 bisacsh 
650 7 |a Social Science  |x Media Studies.  |2 bisacsh 
650 7 |a Computer games  |x Psychological aspects  |2 fast 
650 7 |a Persuasion (Psychology)  |2 fast 
650 7 |a Video games  |x Psychological aspects  |2 fast 
653 |a Game, play, persuasion, game design, serious games 
655 4 |a Electronic books. 
700 1 |a Hera, Teresa de la,  |e editor. 
700 1 |a Jansz, Jeroen,  |d 1958-  |e editor. 
700 1 |a Raessens, Joost,  |d 1960-  |e editor. 
700 1 |a Schouten, Ben,  |e editor. 
776 0 8 |i Print version:  |t PERSUASIVE GAMING IN CONTEXT.  |d [Place of publication not identified] : AMSTERDAM UNIVERSITY PRES, 2021  |z 9463728805  |w (OCoLC)1233267404 
830 0 |a Games and play (Amsterdam, Netherlands) 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.2307/j.ctv1hw3z1d  |z Texto completo 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL30406520 
938 |a Amsterdam University Press  |b AUPA  |n 9789048543939 
938 |a De Gruyter  |b DEGR  |n 9789048543939 
938 |a Knowledge Unlatched  |b KNOW  |n 780f84b3-8dc6-47c9-ba51-7d52a20924fe 
994 |a 92  |b IZTAP