Abstract

Abstract This paper examines the Bad News series of games, created by the Cambridge University Social Decision Making Lab and DROG Group, as an educational tool. More specifically, it considers Bad News as a persuasive game, within the umbrella of gamification. After considering the history and context of the game, the educational, motivational, and informational theoretical frameworks of the games, research, and criticisms, this paper concludes that the games are not, in themselves, transformative.

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