The media equation: how people treat computers, television, and new media like real people and places
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Video game values: Human-computer interaction and games
Interacting with Computers
Factoring culture into the design of a persuasive game
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Farmer's tale: a facebook game to promote volunteerism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Passengers' safety in aircraft evacuations: employing serious games to educate and persuade
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Tailoring persuasive health games to gamer type
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Persuasive games are a relatively new phenomenon, and hold promise as effective vehicles for persuasion. As yet, however, there are few set rules guiding how to design persuasive games to be interesting, compelling, and effective. Furthermore, little theory exists that guides their development from a persuasive technology (PT) perspective. The results of a recent pilot test on Smoke?, our persuasive game about smoking cessation, highlighted several design issues related to persuasive games in general. In this paper we discuss some of those issues, contextualizing them in terms of B J Fogg's PT strategies, in order to both explain underlying forces, and point towards potential design solutions. The five issues we discuss are: managing player attention, balancing "replayability" with reality, player control vs. system control, identity issues, and target audience.