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  1. Persuasive gaming in context
    Contributor: Hera, Teresa de la (Herausgeber); Jansz, Jeroen (Herausgeber); Raessens, Joost (Herausgeber); Schouten, Ben (Herausgeber)
    Published: [2021]; © 2021
    Publisher:  Amsterdam University Press, Amsterdam

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    Source: Union catalogues
    Contributor: Hera, Teresa de la (Herausgeber); Jansz, Jeroen (Herausgeber); Raessens, Joost (Herausgeber); Schouten, Ben (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048543939
    Other identifier:
    RVK Categories: MS 7965
    Series: Games and play ; 6
    Subjects: Computerspiel
    Scope: 1 Online-Ressource (264 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

  2. Persuasive Gaming in Context
    Contributor: Hera, Teresa de la (HerausgeberIn); Jansz, Jeroen (HerausgeberIn); Raessens, Joost (HerausgeberIn); Schouten, Ben (HerausgeberIn); Ahn, Sun Joo (MitwirkendeR); Bessarabova, Elena (MitwirkendeR); Bogost, Ian (MitwirkendeR); Burgoon, Judee (MitwirkendeR); Deen, Menno (MitwirkendeR); Dunbar, Norah E (MitwirkendeR); Elizondo, Javier (MitwirkendeR); Ferri, Gabriele (MitwirkendeR); Flanagan, Mary (MitwirkendeR); Grace, Lindsay D (MitwirkendeR); Jacobs, Ruud (MitwirkendeR); Jensen, Matthew (MitwirkendeR); Kaufman, Geoff (MitwirkendeR); Ketel, Cas (MitwirkendeR); Kors, Martijn (MitwirkendeR); Lee, Yu-Hao (MitwirkendeR); Miller, Claude H (MitwirkendeR); Muijres, Eline (MitwirkendeR); Seidman, Max (MitwirkendeR); Sicart, Miguel (MitwirkendeR); Soliz, Jordan (MitwirkendeR); Spek, Erik D. van der (MitwirkendeR); Valacich, Joseph (MitwirkendeR); Wertley, Chad Michael (MitwirkendeR); Wichmand, Mette (MitwirkendeR); Wilson, Scott (MitwirkendeR)
    Published: [2021]
    Publisher:  Amsterdam University Press, Amsterdam

    Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later --... more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index 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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    Source: Staatsbibliothek zu Berlin
    Contributor: Hera, Teresa de la (HerausgeberIn); Jansz, Jeroen (HerausgeberIn); Raessens, Joost (HerausgeberIn); Schouten, Ben (HerausgeberIn); Ahn, Sun Joo (MitwirkendeR); Bessarabova, Elena (MitwirkendeR); Bogost, Ian (MitwirkendeR); Burgoon, Judee (MitwirkendeR); Deen, Menno (MitwirkendeR); Dunbar, Norah E (MitwirkendeR); Elizondo, Javier (MitwirkendeR); Ferri, Gabriele (MitwirkendeR); Flanagan, Mary (MitwirkendeR); Grace, Lindsay D (MitwirkendeR); Jacobs, Ruud (MitwirkendeR); Jensen, Matthew (MitwirkendeR); Kaufman, Geoff (MitwirkendeR); Ketel, Cas (MitwirkendeR); Kors, Martijn (MitwirkendeR); Lee, Yu-Hao (MitwirkendeR); Miller, Claude H (MitwirkendeR); Muijres, Eline (MitwirkendeR); Seidman, Max (MitwirkendeR); Sicart, Miguel (MitwirkendeR); Soliz, Jordan (MitwirkendeR); Spek, Erik D. van der (MitwirkendeR); Valacich, Joseph (MitwirkendeR); Wertley, Chad Michael (MitwirkendeR); Wichmand, Mette (MitwirkendeR); Wilson, Scott (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048543939
    Other identifier:
    RVK Categories: ST 324
    Series: Games and Play ; 6
    Subjects: COMPUTERS / Programming / Games
    Scope: 1 Online-Ressource (264 Seiten)
  3. Digital gaming and the advertising landscape
    Published: [2019]; © 2019
    Publisher:  Amsterdam University Press, Amsterdam

    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy,... more

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    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context

     

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    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048538676; 904853867X
    Other identifier:
    Series: Games and play
    Subjects: Computerspielindustrie; Werbung
    Scope: 1 Online-Ressource (205 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

    1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions

  4. Persuasive gaming in context
    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Published: [2021]; © 2021
    Publisher:  Amsterdam University Press, Amsterdam

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    Source: Union catalogues
    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048543939
    Other identifier:
    RVK Categories: MS 7965 ; AP 15963
    Series: Games and play ; [6]
    Subjects: Computerspiel
    Scope: 1 Online-Ressource
    Notes:

    Erscheint als Open Access bei De Gruyter

  5. Digital gaming and the advertising landscape
    Published: [2019]; © 2019
    Publisher:  Amsterdam University Press, Amsterdam

    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy,... more

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    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048538676; 904853867X
    Other identifier:
    Series: Games and play
    Subjects: Computerspielindustrie; Werbung
    Scope: 1 Online-Ressource (205 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

    1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions

  6. Persuasive gaming in context
    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Published: [2021]
    Publisher:  Amsterdam University Press, Amsterdam

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Language: English
    Media type: Book
    ISBN: 9789463728805
    RVK Categories: AP 15963
    Series: Games and play
    Subjects: Computerspiel
    Other subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Persuasion (Psychology); Computer games / Psychological aspects; Persuasion (Psychology); Video games / Psychological aspects
    Scope: 264 Seiten, Illustrationen, Diagramme, 24 cm
  7. Persuasive gaming in context
    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Published: [2021]; © 2021
    Publisher:  Amsterdam University Press, Amsterdam

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    Contributor: Hera, Teresa de la (Publisher); Jansz, Jeroen (Publisher); Raessens, Joost (Publisher); Schouten, Ben (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048543939
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    RVK Categories: MS 7965 ; AP 15963
    Series: Games and play ; [6]
    Subjects: Computerspiel
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    Notes:

    Erscheint als Open Access bei De Gruyter

  8. A theoretical model for the study of persuasive communication through digital games
    Published: 2015

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    Source: Union catalogues
    Language: English
    Media type: Article (edited volume)
    Format: Print
    Parent title: In: Engaging consumers through branded entertainment and convergent media; Hershey, Pa. : Business Science Reference, 2015; (2015), Seite 74-88; XX, 353 S.

    Subjects: Werbewirkung; Computerspiel; Digitale Medien; Kommunikation; Theorie
  9. Persuasive Gaming in Context
    Contributor: Hera, Teresa de la (HerausgeberIn); Jansz, Jeroen (HerausgeberIn); Raessens, Joost (HerausgeberIn); Schouten, Ben (HerausgeberIn); Ahn, Sun Joo (MitwirkendeR); Bessarabova, Elena (MitwirkendeR); Bogost, Ian (MitwirkendeR); Burgoon, Judee (MitwirkendeR); Deen, Menno (MitwirkendeR); Dunbar, Norah E (MitwirkendeR); Elizondo, Javier (MitwirkendeR); Ferri, Gabriele (MitwirkendeR); Flanagan, Mary (MitwirkendeR); Grace, Lindsay D (MitwirkendeR); Jacobs, Ruud (MitwirkendeR); Jensen, Matthew (MitwirkendeR); Kaufman, Geoff (MitwirkendeR); Ketel, Cas (MitwirkendeR); Kors, Martijn (MitwirkendeR); Lee, Yu-Hao (MitwirkendeR); Miller, Claude H (MitwirkendeR); Muijres, Eline (MitwirkendeR); Seidman, Max (MitwirkendeR); Sicart, Miguel (MitwirkendeR); Soliz, Jordan (MitwirkendeR); Spek, Erik D. van der (MitwirkendeR); Valacich, Joseph (MitwirkendeR); Wertley, Chad Michael (MitwirkendeR); Wichmand, Mette (MitwirkendeR); Wilson, Scott (MitwirkendeR)
    Published: [2021]
    Publisher:  Amsterdam University Press, Amsterdam

    Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later --... more

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    Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index 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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    Content information
    Cover (lizenzpflichtig)
    Source: Staatsbibliothek zu Berlin
    Contributor: Hera, Teresa de la (HerausgeberIn); Jansz, Jeroen (HerausgeberIn); Raessens, Joost (HerausgeberIn); Schouten, Ben (HerausgeberIn); Ahn, Sun Joo (MitwirkendeR); Bessarabova, Elena (MitwirkendeR); Bogost, Ian (MitwirkendeR); Burgoon, Judee (MitwirkendeR); Deen, Menno (MitwirkendeR); Dunbar, Norah E (MitwirkendeR); Elizondo, Javier (MitwirkendeR); Ferri, Gabriele (MitwirkendeR); Flanagan, Mary (MitwirkendeR); Grace, Lindsay D (MitwirkendeR); Jacobs, Ruud (MitwirkendeR); Jensen, Matthew (MitwirkendeR); Kaufman, Geoff (MitwirkendeR); Ketel, Cas (MitwirkendeR); Kors, Martijn (MitwirkendeR); Lee, Yu-Hao (MitwirkendeR); Miller, Claude H (MitwirkendeR); Muijres, Eline (MitwirkendeR); Seidman, Max (MitwirkendeR); Sicart, Miguel (MitwirkendeR); Soliz, Jordan (MitwirkendeR); Spek, Erik D. van der (MitwirkendeR); Valacich, Joseph (MitwirkendeR); Wertley, Chad Michael (MitwirkendeR); Wichmand, Mette (MitwirkendeR); Wilson, Scott (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048543939
    Other identifier:
    RVK Categories: ST 324
    Series: Games and Play ; 6
    Subjects: Computer games; Persuasion (Psychology); Video games; COMPUTERS / Programming / Games
    Other subjects: Game, play, persuasion, game design, serious games
    Scope: 1 Online-Ressource (264 Seiten)
  10. The Role of Spontaneous Digital Play during Young Patients' Cancer Treatment
    Published: 2021
    Publisher:  SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V., Mannheim

    Abstract: In Europe alone, more than 120,000 children and 150,000 adolescents are diagnosed with cancer every year. Thanks to treatment innovations the survival rates of young patients' cancer increase substantially every year, but improved prognoses... more

     

    Abstract: In Europe alone, more than 120,000 children and 150,000 adolescents are diagnosed with cancer every year. Thanks to treatment innovations the survival rates of young patients' cancer increase substantially every year, but improved prognoses are in many cases linked to longer treatments. To cope with the social, emotional, and developmental challenges associated with cancer, play and playful activities are widely recognized as fundamental for adolescents and children. This article presents the results of an exploratory study conducted to better understand the role of free digital play for young cancer patients (0-17 years). Methodology: 15 semi-structured qualitative interviews were conducted, divided into two groups. The first group consisted of four experts and the second group consisted of 11 parents of young cancer patients. Conversations with the participants revolved around children’s use of digital platforms during cancer treatment, emphasizing their motivations to play digit

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Other identifier:
    DDC Categories: 070
    Other subjects: (thesoz)Kind; (thesoz)Jugendlicher; (thesoz)Krebs; (thesoz)Therapie; (thesoz)Computerspiel; (thesoz)interaktive Medien; digital games; digital play; meaningful play; pediatric cancer; qualitative interviews; serious digital play
    Scope: Online-Ressource
    Notes:

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Media and Communication ; 9 (2021) 1 ; 39-48