scholarly journals Persuasive Gaming in Context

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.

2015 ◽  
Vol 36 (2) ◽  
pp. 112-120 ◽  
Author(s):  
Bob De Schutter ◽  
Vero Vanden Abeele

Digital games have become an important part of the technoscape, not only for youngsters, but for players of all ages. Older adults are a large, currently still largely untapped market for innovative game research and development. However, the current discourse on games and ageing can largely be categorized into two themes. The first theme refers to digital games framed as a way for older adults to improve certain skills. The useful, pragmatic qualities, rather than the fun, hedonic aspects of games are emphasized. The second theme identifies the various age-related constraints that prevent older adults from playing. It focuses on the cognitive and physical limitations of older adults. Underlying both themes is a reductionist perspective on ageing as merely a process of decline and debilitation. In this article, we present a “gerontoludic” manifesto. Firstly, games should not be marketed solely as having the purpose of dealing with or mitigating age-related decline and focus on positive aspects of older age (adagio 1: growth over decline). Secondly, age-related adjustments should never interfere with the actual gameplay of the game (adagio 2: playfulness over usefulness). Finally, game researchers and game industry should put more efforts in understanding what differentiates elderly players, rather than seeing them as united in their age-related impairments (adagio 3: heterogeneity over unification). As this manifesto is a first step that needs further abutment by a wider community, we welcome debate and additions from game designers and researchers to further this manifesto and to move beyond ageism in games.  


Author(s):  
Ying-Chia H. Lin

The main goal of this chapter is to explore the dynamics and interactions between foreign producers, media technologies, and local consumers in the process of globalization through a discussion of the localization of digital games. As digital games have become global entertainment products, the game industry has encountered various lingual and cultural challenges in the process. The content of digital games can be changed more easily and many game players are able to create objects or modify the game world to express their programming abilities or identities. The game industry takes advantage of digital technologies and player modding practices to overcome language and cultural barriers. Modding and other localization practices, such as translation and local packaging, imply the convergence of the global and the local cultures (i.e. glocalization) as well as the producers and consumers (i.e. prosumers).


TEM Journal ◽  
2021 ◽  
pp. 1461-1469
Author(s):  
Alem Čolaković ◽  
Amel Kosovac ◽  
Nermin Goran ◽  
Ermin Muharemović ◽  
Ajdin Džananović ◽  
...  

The SARS-CoV-2 (COVID-19) pandemic has emerged as one of the greatest problems of the 21st century worldwide. Efforts to fight this pandemic require a global co-operation and a multidisciplinary approach. An application of information and communication technologies (ICT) to a great degree contributes to fighting the pandemic as these technologies are one of the key services that assist patients, researchers, health institutions and other interested parties in different activities in an effort to fight the pandemic and its consequences. The present paper presents the features of certain mobile applications (apps) that are being used for different purposes such as: tracking patients, COVID-19-related warnings, keeping tracks of statistical data, organising life and business, etc. Aside from presenting the features of a certain number of applications, a review of technologies used for the development of these applications will also be presented. Furthermore, the paper addresses certain challenges that come along with the mobile technologies applications and offers suggestions for future research.


Author(s):  
Teresa De la Hera Conde-Pumpido

The academic study of persuasion through digital games started from a game-centric approach by trying to understand how persuasiveness can be structured within digital games. However, players' performances and the context in which games are played also have an important role in the process of persuasion. The role of these two factors has been the focus of attention in recent research on persuasive games through studies that try to find a balance between players’ preferences and needs and persuasive goals. The objective of this paper is to broaden the understanding of the potential of persuasive gaming practices by providing a theoretical framework that serves to structure previous theoretical approaches on how digital games can be used to persuade players. This theoretical framework serves to explain the different types of persuasion that can be established through digital games, which contributes to better understand how serious games should be designed to respond to different types of serious goals. The three types of persuasion proposed here are: exocentric persuasion, as a game-centric approach for persuasion; endocentric persuasion, as a player-centric approach for persuasion; and game-mediated persuasion, as a context-centric approach for persuasion.


2011 ◽  
pp. 323-338
Author(s):  
Sisira Edirippulige ◽  
Anthony C. Smith ◽  
Mark Bensink ◽  
Nigel R. Armfield ◽  
Richard Wootton

Nurses play a pivotal role in the provision of healthcare. Home telehealth, the use of information and communication technologies to deliver and support healthcare directly to the home, is emerging as an important application for nurses. This chapter provides an overview of home telehealth and how it may be applied to the practical challenges nurses face everyday. We provide a summary of the evidence available to support its use in specific areas and a guide for those thinking of implementing telehealth in their own practice. The future of home telehealth lies in carefully considered and designed research, ongoing education and training and a multidisciplinary approach. This chapter aims to stimulate the consideration of home telehealth as an application that may improve nursing care and ultimately patient outcomes.


2015 ◽  
Vol 2 (2) ◽  
pp. 119-127 ◽  
Author(s):  
Jong-Ho Shin ◽  
Hong-Bae Jun

Abstract In the case of a high-valuable asset, the Operation and Maintenance (O&M) phase requires heavy charges and more efforts than the installation (construction) phase, because it has long usage life and any accident of an asset during this period causes catastrophic damage to an industry. Recently, with the advent of emerging Information Communication Technologies (ICTs), we can get the visibility of asset status information during its usage period. It gives us new challenging issues for improving the efficiency of asset operations. One issue is to implement the Condition-Based Maintenance (CBM) approach that makes a diagnosis of the asset status based on wire or wireless monitored data, predicts the assets abnormality, and executes suitable maintenance actions such as repair and replacement before serious problems happen. In this study, we have addressed several aspects of CBM approach: definition, related international standards, procedure, and techniques with the introduction of some relevant case studies that we have carried out.


2012 ◽  
pp. 1646-1659
Author(s):  
Ying-Chia H. Lin

The main goal of this chapter is to explore the dynamics and interactions between foreign producers, media technologies, and local consumers in the process of globalization through a discussion of the localization of digital games. As digital games have become global entertainment products, the game industry has encountered various lingual and cultural challenges in the process. The content of digital games can be changed more easily and many game players are able to create objects or modify the game world to express their programming abilities or identities. The game industry takes advantage of digital technologies and player modding practices to overcome language and cultural barriers. Modding and other localization practices, such as translation and local packaging, imply the convergence of the global and the local cultures (i.e. glocalization) as well as the producers and consumers (i.e. prosumers).


Author(s):  
Teresa de la Hera Conde-Pumpido

In this chapter, the author presents a theoretical model for the study of how persuasive messages can be conveyed through digital games. The objective of developing this new theoretical model is to make visible how persuasiveness can be structured within digital games and to help identify specific aspects of persuasive games that might not be obvious to the naked eye, by giving them order and intelligibility. This model may facilitate the study and implementation of persuasive strategies within advergames from a new and specific perspective. In the first part of the chapter, the author justifies the reasons why the author has chosen to work with a theoretical model. In the second part, the author describes the three characteristics that define these theoretical models and present the new theoretical model as well as a visual representation of it.


Author(s):  
Sisira Edirippulige ◽  
Anthony C. Smith ◽  
Mark Bensink ◽  
Nigel R. Armfield ◽  
Richard Wootton

Nurses play a pivotal role in the provision of healthcare. Home telehealth, the use of information and communication technologies to deliver and support healthcare directly to the home, is emerging as an important application for nurses. This chapter provides an overview of home telehealth and how it may be applied to the practical challenges nurses face everyday. We provide a summary of the evidence available to support its use in specific areas and a guide for those thinking of implementing telehealth in their own practice. The future of home telehealth lies in carefully considered and designed research, ongoing education and training and a multidisciplinary approach. This chapter aims to stimulate the consideration of home telehealth as an application that may improve nursing care and ultimately patient outcomes.


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