2. Persuasive Games, A Decade Later

2021 ◽  
pp. 29-40
Author(s):  
Ian Bogost
Keyword(s):  
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. 


2021 ◽  
Vol 13 (1) ◽  
pp. 75-92
Author(s):  
Ryan Clement

This article focuses on the design and preliminary experimentation of a tabletop game called Kitchen Table, created to encourage more empathy towards people with severe anaphylactic food allergies. To measure the effectiveness of this game, the study ‘Use of persuasive games to promote empathy for persons with food allergies’ was conducted at the University of Waterloo in collaboration with the Games Institute and Department of Geography and Environmental Management's Genetics, Environment and Therapies: Food Allergy Clinical Tolerance Studies (GET-FACTS) project. This study involved volunteers completing a Likert scale-based pre-playtest questionnaire, playing the game, and then completing a post-playtest questionnaire identical to the original. Their pre-playtest and post-playtest responses were compared to measure the degree to which attitudes changed as a result of playing the game. In the end, the game was demonstrated to encourage more empathy towards people with severe anaphylaxis through the production of emergent narrative from the interaction between the players, the game mechanics and the participatory community experience.


Author(s):  
Martijn Kors ◽  
Gabriele Ferri ◽  
Erik D. van der Spek ◽  
Cas Ketel ◽  
Ben Schouten

Persuasive games are designed for a variety of objectives, from marketing to healthcare and activism. Some of the more socially aware ones cast players as members of disenfranchised minorities, prompting them to see what they see. In parallel, designers have started to leverage system-immersion to enable players to temporarily feel like another person, to sense what they sense. From these converging perspectives, we hypothesize a stilluncharted space of opportunities at the crossroads of games, empathy, persuasion, and system-immersion. We explored this space by designing A Breathtaking Journey, a mixed-reality game providing a first-person perspective of a refugee’s journey. A qualitative study was conducted to tease out empathy-arousing characteristics, provide insights on empathic experiences, and contribute three design opportunities: visceral engagement, reflective moments, and affective appeals.


Author(s):  
Marc Busch ◽  
Elke Mattheiss ◽  
Michaela Reisinger ◽  
Rita Orji ◽  
Peter Fröhlich ◽  
...  

Author(s):  
Dana Ruggiero

Persuasive games are an interdisciplinary area covering a range of fields. This article examines persuasive games through current trends in research as potential agents of social action. The implications of persuasive games for learning are analyzed through education and communication theories, suggesting that persuasive techniques are of primary importance and that procedures and ethos connect learners to experiences. The article first provides a historical overview of persuasive games, highlighting key background and influences. It then defines persuasive games through learning and communication theories, and discusses the implications of persuasive games as social action agents in research, policy, and practice.


2020 ◽  
Author(s):  
Jorge Pesantez ◽  
Emily Zechman Berglund

<p>Residential water demands vary with a diurnal pattern, and peak hour demands lead to inefficiencies in the operation and management of urban water distribution systems. Peak demands generate immediate costs due to the energy requirements of pumping large volumes of water. If peak demands are not mitigated, large investments in infrastructure expansion are needed to support urban growth and economic development. Through data collection and communication approaches available through advanced metering infrastructure (AMI), demand-side management approaches could reduce peak demands. AMI data can be disaggregated to identify end uses that contribute to peak demands, and feedback about hourly use can be used to encourage demand shifting behaviors. Demand-side management implements technical approaches, such as retrofitting households with smart and water-efficient devices, and social approaches, such as dynamic water pricing, mandatory restrictions, and persuasive games that encourage voluntary participation. A community of households that shift demands can distribute the volume of water provision evenly over the hours of a day and reduce peak demands. While demand-side management strategies can reduce energy requirements associated with water supply and the need for new infrastructure development, demand management relies on the behaviors and decision-making of individuals, creating uncertainty in the emergent cost savings and infrastructure impacts. This research develops an agent-based modeling methodology to simulate the performance of demand-management approaches to reduce peak water demands. A persuasive game is simulated that implements a leaderboard to encourage cooperation and competition within and among neighborhoods of water users. Household agents receive points for shifting end-uses, based on the difficulty and water savings associated with end-user behaviors. Opinion dynamics simulate agents’ information exchange using a leaderboard, which provides motivation for agents to increase individual and team scores. The methodology is applied for AMI data to test the effects of persuasive games on reducing peak demands.</p>


2021 ◽  

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 is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.


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