Procedural Arguments of Persuasive Games

Author(s):  
Ruud S. Jacobs ◽  
Stefan Werning ◽  
Jeroen Jansz ◽  
Julia Kneer

Abstract. Studies into the effects of persuasive games – games designed to change players’ attitudes – have not yet yielded insight into the psychological processes involved in persuasion through procedural rhetoric. As a type of nonverbal argument embedded in game systems, it is an open question whether procedural rhetoric leads players to elaborate on a message in the same way as traditionally delivered arguments do. The current study tested 241 participants in a 2 (rhetoric strength) × 2 (level of cognitive load) between-subjects experiment, using game stimuli generated through analytical game design. Results indicate that procedural rhetoric strength meaningfully added to persuasive effects. Participants in high-cognitive-load conditions were not driven to process the games’ message differently. We outline the empirical process required to further investigate effects of procedural rhetoric on elaboration, and conclude how the current study contributes to conceptions of arguments borne out through gameplay.

CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 


2018 ◽  
pp. 629-646
Author(s):  
Shawn Y. Holmes ◽  
Brandi Thurmond ◽  
Leonard A. Annetta ◽  
Matthew Sears

Situated in the video game design literature to foster problem-based learning, this chapter illustrates the application of educational theories to create Serious Educational Games (SEGs). SEGs present a learning condition where students can be engaged in standard-based STEM concepts and incorporate these concepts into a fun, interactive challenge where the goal is to solve a problem. This chapter explores a theoretical research investigation of such a learning environment. Students researched standard-based STEM concepts then used design techniques (i.e., story creation, flow chart, decision trees, and storyboarding techniques) and proprietary software to develop their own SEGs. This work sheds light on the process and encourages others to partake in creating similar learning environments, while providing insight into how to design for sustainability.


Author(s):  
Susan Marie Savett

Knowingly or unknowingly, games manifest archetypal forces from the unconscious. Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of videogames provide immersive realms in which players enact psychological dramas. Game designers reside on a unique axis from which their work with the imaginary realm can create profound psychic containers. At this pivotal point in our culture, digital games hold tremendous influence over the creation of new myths, lore, and possibilities. This chapter investigates archetypal psychology concepts of Carl Jung and James Hillman for insight into 21st century realm of virtual play and its relationship to the collective unconscious. It focuses on how games provide a means for bringing individual and cultural unconscious impulses into consciousness through personification, pathologizing and meaning making within virtual play. It aims to introduce an alternative lens to bridge psychological dynamics with the video game design.


Healthcare ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. 100 ◽  
Author(s):  
Vito ◽  
Cammaroto ◽  
Chong ◽  
Carrasco-Llatas ◽  
Vicini

The visualization of the level and pattern of apnea and hypopnea events is of pivotal importance in the diagnosis and therapeutic decision-making for sleep-disordered breathing (SDB). There are numerous techniques available to assess upper airway obstruction, which include imaging, acoustic analysis, pressure transducer recording, and endoscopic evaluation. Drug-induced sleep endoscopy (DISE) is a diagnostic tool that allows the dynamic, three-dimensional evaluation of the patterns of vibration and collapse of the upper airway of SDB patients. DISE may change the initial surgical planning in a high percentage of cases. A universally accepted and methodologically standardized DISE could provide significant insight into its role to improve surgical outcomes. However, up to now the ideal DISE protocol remains an open question.


Author(s):  
Wenhao David Huang ◽  
Tristan Johnson

This chapter proposes an instructional game design framework based on the 4C/ID-model and cognitive load theory, its associated theoretical foundation. The proposed systematic design framework serves as the processing link to connect games’ powerful characteristics in enhancing learning experience with desired learning outcomes. In this chapter we focus on the cognitive aspect of learning outcome: the development of transferable schema. This chapter introduces design guidelines to attain specific game characteristic by prioritizing the design components in 4C/ID-model. Each game characteristic consists of three levels of design emphasis: preliminary, secondary, and tertiary. The ultimate goal of this chapter is to initiate a series of dialogue between cognitive learning outcome, systematic instructional design, and instructional game design thereby seeking to improve the overall game design and instructional efficiency.


Author(s):  
Julie A. Brown ◽  
Bob De Schutter

Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This study highlights the significance of using a life course perspective to explore how play is shaped and reflected through digital gameplay and preferences as a game player ages. Using grounded theory methodology, 51 participants (age 43 - 77) were interviewed individually. The resulting transcripts were coded to identify emergent themes. The findings demonstrate 1) how play changes throughout the lifespan, 2) how play preferences established in childhood influence digital gameplay for aging adults, and 3) how aging adult gamers aspire to continue gaming as they grow older. Collectively, these themes provide insight into the aspects that need to be taken into account when designing games for aging gamer populations.


2018 ◽  
Vol 18 (3-4) ◽  
pp. 231-261
Author(s):  
Lawrence A. Hirschfeld

AbstractIncreasingly, psychologists have shown a healthy interest in cultural variation and a skepticism about assuming that research with North American and Northern European undergraduates provides reliable insight into universal psychological processes. Unfortunately, this reappraisal has not been extended to questioning the notion of culture central to this project. Rather, there is wide acceptance that culture refers to a kind of social form that is entity-like, territorialized, marked by a high degree of shared beliefs and coalescing into patterns of key values that animate a broad range of cultural performances and representations. Ironically, anthropologists and other scholars in cultural studies have overwhelmingly come to reject this view of culture. Arguably, then, the move in psychology to attend to cultural environments has paradoxically further distanced it from the fields most concerned with cultural forms. This essay reviews this state of affairs and offers a proposal how a more nuanced appreciation of cultural life can be articulated with theories and methods familiar and available to psychologists.


2019 ◽  
Vol 47 (4) ◽  
pp. 284-301 ◽  
Author(s):  
Manon K. Schweinfurth ◽  
Josep Call

Abstract Reciprocity is probably one of the most debated theories in evolutionary research. After more than 40 years of research, some scientists conclude that reciprocity is an almost uniquely human trait mainly because it is cognitively demanding. Others, however, conclude that reciprocity is widespread and of great importance to many species. Yet, it is unclear how these species reciprocate, given its apparent cognitive complexity. Therefore, our aim was to unravel the psychological processes underlying reciprocity. By bringing together findings from studies investigating different aspects of reciprocity, we show that reciprocity is a rich concept with different behavioural strategies and cognitive mechanisms that require very different psychological processes. We reviewed evidence from three textbook examples, i.e. the Norway rat, common vampire bat and brown capuchin monkey, and show that the species use different strategies and mechanisms to reciprocate. We continue by examining the psychological processes of reciprocity. We show that the cognitive load varies between different forms of reciprocity. Several factors can lower the memory demands of reciprocity such as distinctiveness of encounters, memory of details and network size. Furthermore, there are different information operation systems in place, which also vary in their cognitive load due to assessing the number of encounters and the quality and quantity of help. We conclude that many species possess the psychological processes to show some form of reciprocity. Hence, reciprocity might be a widespread phenomenon that varies in terms of strategies and mechanisms.


2011 ◽  
Vol 90-93 ◽  
pp. 2682-2690
Author(s):  
Jian Xin Xu ◽  
Lu Chun Zhao ◽  
Ding He Li

A parametric finite element (FE) model was developed to allow a broad investigation into the influence of various parameters, such as load conditions, stacking sequence and the number of steps on the performance of the stepped-lap repairs in composite laminated cylindrical shells. And the peak stresses determined with respect to changes in stacking sequence and the number of steps. Furthermore, the adhesive stress distribution resulting from joining mismatched laminate cylindrical shells was investigated. The results of this investigation provide further insight into the stresses that develop in stepped repairs of composite structures under load. This insight may lead to improve design and analysis techniques of stepped repairs in composite structures.


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