Abstract
The academic study of persuasion through digital games started from a game-centric approach by trying to understand how persuasiveness can be structured within digital games. However, players' performances and the context in which games are played also have an important role in the process of persuasion. The role of these two factors has been the focus of attention in recent research on persuasive games through studies that try to find a balance between players’ preferences and needs and persuasive goals. The objective of this paper is to broaden the understanding of the potential of persuasive gaming practices by providing a theoretical framework that serves to structure previous theoretical approaches on how digital games can be used to persuade players. This theoretical framework serves to explain the different types of persuasion that can be established through digital games, which contributes to better understand how serious games should be designed to respond to different types of serious goals. The three types of persuasion proposed here are: exocentric persuasion, as a game-centric approach for persuasion; endocentric persuasion, as a player-centric approach for persuasion; and game-mediated persuasion, as a context-centric approach for persuasion.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.