“…We know that persuasive games can be applied to a great variety of persuasive goals that can be aimed at multiple target groups and can be played in different contexts and situations (Jacobs, Jansz, & De la Hera, 2017). For example, we can talk about games that aim to change eating habits (Orji, Mandryk, Vassileva, & Gerling, 2013); influence children's attitudes toward sports (Staiano & Calvert, 2011); foster empathy toward refugees (Kors, Ferri, van der Spek, Ketel, & Schouten, 2016;Raessens, 2010); change players' views in relation to climate change (Raessens, 2018(Raessens, , 2019a; or foster multicultural or intergenerational interactions (Alencar & De la Hera, 2018;De la Hera, Loos, Simons, & Bloom, 2017;Loos, De la Hera, Simons, & Gevers, 2019). We can also talk about mobile games (Winter et al, 2011), online games (Wen, Kow, & Chen, 2011), virtual reality games (Raessens, 2019b;Reid, 2002), and pervasive games (Walz & Ballagas, 2007).…”