Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
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Expanding the bounds of digital educational games, this research describes the characteristics of games designed to modify player perspective, understanding, interests, activities or opinions. These persuasive play games include social impact games, games for change, and others games designed to persuade players. In summary the characteristics of 150 such games are reported through three broad categories of development, design and play experience. This summary of results focuses on digital play and proves effective at providing a topographical view of the state of play designed for extrinsic action and understanding. The focus of this research is the design and development characteristics of such games.