Description

Book Synopsis
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 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.

Table of Contents
1. Persuasive Gaming. From Theory-Based Design to Validation and Back. An Introduction (Teresa de la Hera, Jeroen Jansz, Ruud Jacobs, Ben Schouten, Joost Raessens & Martijn Kors)
PART I. THE STUDY OF PERSUASION THROUGH DIGITAL GAMES
Introduction to Part I
2. Persuasive Games, Ten Years Later (Ian Bogost)
3. Playing an Automated World (Miguel Sicart)
4. Looking Beyond Persuasion Through Rule-based Representations in Digital Games: Designing Games to Shape, Reinforce or Change Attitudes (Teresa de la Hera & Joost Raessens)
5. Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model (Geoff Kaufman, Mary Flanagan & Max Seidman)
PART II. DESIGNING PERSUASIVE GAMES
Introduction to Part II (Ben Schouten & Martijn Kors)
6. A Breathtaking Journey. Appealing to Empathy in a Persuasive Mixed-Reality Game (Martijn Kors, Gabriele Ferri, Erik D. van der Spek, Cas Ketel & Ben Schouten)
7. Macro, Micro and Meta-persuasive Play to Change Society (Lindsay D. Grace)
8. VilDu?! A Game for Sexually Abused Children: How Openness. Facilitated a Clear Design Direction (Menno Deen & Eline Muijres)
9. Designing for Persuasion through Embodied Experiences in Virtual Reality (Sun Joo Ahn)
PART III. ASSESSING THE EFFECTIVENESS OF PERSUASIVE GAMES
Introduction to Part III (Ruud Jacobs & Jeroen Jansz)
10. The Present of Persuasion: Escalating Research into Persuasive Game Effect (Ruud Jacobs & Jeroen Jansz)
11. Designing for Transfer (Mette Wichmand)
12. Striving "Against All Odds" to Reduce Prejudice toward Immigrants & Refugees (Chad Michael Wertley & Jordan Soliz)
13. Mitigating Bias and Improving Professional Decision-making through Persuasive Training Games (Yu-Hao Lee, Norah E. Dunbar, Claude H. Miller, Elena Bessarabova, Matthew Jensen, Scott Wilson, Javier Elizondo, Judee Burgoon & Joseph Valacich)
Index

Persuasive Gaming in Context

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    A Hardback by Teresa de La Hera, Jeroen Jansz, Joost Raessens

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      View other formats and editions of Persuasive Gaming in Context by Teresa de La Hera

      Publisher: Amsterdam University Press
      Publication Date: 23/03/2021
      ISBN13: 9789463728805, 978-9463728805
      ISBN10: 9463728805

      Description

      Book Synopsis
      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 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.

      Table of Contents
      1. Persuasive Gaming. From Theory-Based Design to Validation and Back. An Introduction (Teresa de la Hera, Jeroen Jansz, Ruud Jacobs, Ben Schouten, Joost Raessens & Martijn Kors)
      PART I. THE STUDY OF PERSUASION THROUGH DIGITAL GAMES
      Introduction to Part I
      2. Persuasive Games, Ten Years Later (Ian Bogost)
      3. Playing an Automated World (Miguel Sicart)
      4. Looking Beyond Persuasion Through Rule-based Representations in Digital Games: Designing Games to Shape, Reinforce or Change Attitudes (Teresa de la Hera & Joost Raessens)
      5. Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model (Geoff Kaufman, Mary Flanagan & Max Seidman)
      PART II. DESIGNING PERSUASIVE GAMES
      Introduction to Part II (Ben Schouten & Martijn Kors)
      6. A Breathtaking Journey. Appealing to Empathy in a Persuasive Mixed-Reality Game (Martijn Kors, Gabriele Ferri, Erik D. van der Spek, Cas Ketel & Ben Schouten)
      7. Macro, Micro and Meta-persuasive Play to Change Society (Lindsay D. Grace)
      8. VilDu?! A Game for Sexually Abused Children: How Openness. Facilitated a Clear Design Direction (Menno Deen & Eline Muijres)
      9. Designing for Persuasion through Embodied Experiences in Virtual Reality (Sun Joo Ahn)
      PART III. ASSESSING THE EFFECTIVENESS OF PERSUASIVE GAMES
      Introduction to Part III (Ruud Jacobs & Jeroen Jansz)
      10. The Present of Persuasion: Escalating Research into Persuasive Game Effect (Ruud Jacobs & Jeroen Jansz)
      11. Designing for Transfer (Mette Wichmand)
      12. Striving "Against All Odds" to Reduce Prejudice toward Immigrants & Refugees (Chad Michael Wertley & Jordan Soliz)
      13. Mitigating Bias and Improving Professional Decision-making through Persuasive Training Games (Yu-Hao Lee, Norah E. Dunbar, Claude H. Miller, Elena Bessarabova, Matthew Jensen, Scott Wilson, Javier Elizondo, Judee Burgoon & Joseph Valacich)
      Index

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