The Present of Persuasion : Escalating Research into Persuasive Game Effects

Author(s):  
Ruud Jacobs ◽  
Jeroen Jansz

The process of validating persuasive games involves demonstrating that such games are changing or reinforcing specific sets of attitudes in their players. The first wave of validation efforts consisted of simple effect studies in which a full game was compared to other persuasive media or straightforward control conditions. While this led to the conclusion that some persuasive games did indeed ‘work’, it did not afford generalizations on the viability of gaming as a persuasive medium. We describe these first efforts before showing how subsequent studies are evolving from determining the effects of individual games to testing player-oriented experiential models accounting for multiple persuasive mechanisms. Our conclusions draw on psychological and media-psychological theories of persuasion to offer a roadmap to validating persuasive games.

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. 


Author(s):  
Paschalina Skamnioti

Persuasive games are often designed for social, political, or environmental purposes to promote particular values and behaviours. In this chapter, the author analyzes the manner in which values are conveyed to the player through the persuasive game Power Explorer, a mobile game for reducing household energy consumption. For the analysis the author takes into account the diverse approaches of Values Education and the criticism they have received. In particular, a) the author illustrates the similarities of the values education designed in Power Explorer with the traditional approach of Character education, and b) the author raises ethical issues regarding the design, the objectives, and the effects of games for change using persuasive technologies1, in terms of both the individual and the society.


Author(s):  
Mara Soekarjo ◽  
Herre van Oostendorp

Research about the effectiveness of persuasive games is still emerging. This article presents a literature review of studies that empirically evaluate the effectiveness of persuasive games. The review concluded that limited empirical evidence is currently available to prove their effectiveness in attitude change. It further revealed that almost no study employed an informative control condition, making it difficult to conclude that the game was more effective than a control condition. Next, in a pretest-posttest design an empirical study tested whether change in attitude was different for people playing the persuasive game "EnerCities" compared to a control condition where participants read a document with highly similar information. No significant differences in increase of attitude or knowledge between participants that played the game and participants in the informative control condition were found. Based on the results of the literature review and the empirical study presented, it hence cannot be concluded that playing a game leads to a greater change in attitude or knowledge acquisition than experiencing conventional media would. Future work should employ designs with proper control conditions and focus on which game features lead to significant effects.


2018 ◽  
Vol 41 ◽  
Author(s):  
David Danks

AbstractThe target article uses a mathematical framework derived from Bayesian decision making to demonstrate suboptimal decision making but then attributes psychological reality to the framework components. Rahnev & Denison's (R&D) positive proposal thus risks ignoring plausible psychological theories that could implement complex perceptual decision making. We must be careful not to slide from success with an analytical tool to the reality of the tool components.


2020 ◽  
Vol 34 (3) ◽  
pp. 153-167
Author(s):  
John R. Lauck ◽  
Stephen J. Perreault ◽  
Joseph R. Rakestraw ◽  
James S. Wainberg

SYNOPSIS Auditing standards require external auditors to inquire of client-employees regarding their knowledge of actual or suspected fraud (PCAOB 2010b; AICPA 2016). However, the extant literature provides little guidance on practical methods that auditors can employ to increase the likelihood of fraud disclosure and improve audit quality. Drawing upon best practices in the whistleblowing literature and psychological theories on self-regulation, we experimentally test the efficacy of two practical strategies that auditors can employ during the fraud inquiry process: actively promoting statutory whistleblower protections and strategically timing their fraud inquiries. Our results indicate that auditors are more likely to elicit client-employee fraud disclosures by actively promoting statutory whistleblower protections and strategically timing the fraud inquiry to take place in the afternoon, when client-employee self-regulation is more likely to be depleted. These two audit inquiry strategies should be of considerable interest to audit practitioners, audit committees, and those concerned with improving audit quality. Data Availability: From the authors by request.


Author(s):  
Leah R. Warner ◽  
Stephanie A. Shields

Intersectionality theory concerns the interdependence of systems of inequality and implications for psychological research. Social identities cannot be studied independently of one another nor separately from the societal processes that maintain inequality. In this chapter we provide a brief overview of the history of intersectionality theory and then address how intersectionality theory challenges the way psychological theories typically conceive of the person, as well as the methods of data gathering and analysis customarily used by many psychologists. We specifically address two concerns often expressed by feminist researchers. First, how to reconcile the use of an intersectionality framework with currently-valued psychological science practices. Second, how intersectionality transforms psychology’s concern with individual experience by shifting the focus to the individual’s position within sociostructural frameworks and their social and political underpinnings. In a concluding section we identify two future directions for intersectionality theory: how psychological research on intersectionality can facilitate social activism, and current developments in intersectionality theory.


Author(s):  
Eva Illouz ◽  
Yaara Benger Alaluf

In the last decades, sociologists and anthropologists of consumption have been increasingly interested in emotions and in the seemingly contradictory concurrence of rational and emotional ideas and practices. Drawing on Illouz (2018a), this article suggests understanding the mutual enhancement of rationalization, commodification, and emotionalization as the outcome of an accelerating co-production of consumerist actions, commodities, and emotional lives. The article offers a historical analysis of the configuration of emotions and consumption, emphasizing the influence of psychological theories on the marketing sciences. It is demonstrated that it was throughout this process that consumers became increasingly defined in emotional terms and emotional experiences converted into commodities.


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