2021
DOI: 10.5117/9789463728805
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Persuasive Gaming in Context

Abstract: 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… Show more

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Cited by 9 publications
(3 citation statements)
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“…Instead, one must focus on the connection between particular game mechanics and narrative outcomes. Bogost's concept continues to be a cornerstone of ludic studies, even if it has been subject to critical analysis (De la Hera et al, 2021;Sicart, 2011). For example, Robinson (2012) applied it to FPS to demonstrate that their procedures allow for a very limited possibility space, requiring players to win primarily through violence.…”
Section: Procedural Rhetoric and Historical Gamesmentioning
confidence: 99%
“…Instead, one must focus on the connection between particular game mechanics and narrative outcomes. Bogost's concept continues to be a cornerstone of ludic studies, even if it has been subject to critical analysis (De la Hera et al, 2021;Sicart, 2011). For example, Robinson (2012) applied it to FPS to demonstrate that their procedures allow for a very limited possibility space, requiring players to win primarily through violence.…”
Section: Procedural Rhetoric and Historical Gamesmentioning
confidence: 99%
“…However, frame analysis has been much less used to examine game design choices or games as media communicating certain framings. As games communicate meanings and beliefs, and offer an understanding of the world and topic they are depicting and simulating (Booth 2021:146–47), they can also be harnessed to intentionally affect players (Bogost 2007; De La Hera et al 2021). In games, frames extend from game elements and aesthetics to storyline, characters, mechanics, and rules.…”
Section: Introductionmentioning
confidence: 99%
“…En el campo de los Game Studies, los videojuegos han sido definidos como artefactos culturales llenos de significado (Salen & Zimmerman, 2004), capaces de entretener (Poole, 2007), informar (Bogost et al, 2010), educar (Lacasa, 2011;Portero Tresserra & Bueno Torrens, 2019), concienciar (Gómez García, 2014), y persuadir (Bogost, 2007;De la Hera et al, 2021).…”
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