Abstract

Interactive art utilizes the procedural qualities of computers to aid audiences in rethinking social and cultural assumptions that are disturbing, biased, or unsustainable. The notion of play that has been widely discussed in game and performance studies gives insight into designing interactive systems that physically and cognitively involve the audience. This paper introduces the concept of Persuasive Play, which involves engaging the physical body of the audience with the rules of the interactive systems to transform their previous perspectives about culture and society. This paper shares information regarding teaching interactive art based on structures of persuasive play. By adopting three schemas from game design—rules, play, and culture—, students gained guidance regarding creating interactive experiences. Student work demonstrated the three types of persuasion: demonstrative, illustrative, and associative.

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