skip to main content
Skip header Section
Persuasive Games: The Expressive Power of VideogamesJuly 2007
Publisher:
  • The MIT Press
ISBN:978-0-262-02614-7
Published:01 July 2007
Skip Bibliometrics Section
Bibliometrics
Abstract

No abstract available.

Cited By

  1. Pirbabaei E, Amiri Z, Sekhavat Y and Goljaryan S (2023). Exergames for hand rehabilitation in elders using Leap Motion Controller, International Journal of Human-Computer Studies, 178:C, Online publication date: 1-Oct-2023.
  2. ACM
    Whitby M, Iacovides I and Deterding S (2023). “Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games, Proceedings of the ACM on Human-Computer Interaction, 7:CHI PLAY, (833-855), Online publication date: 29-Sep-2023.
  3. ACM
    Liang S, Cormier M, Toups Dugas P and Bohrer R (2023). Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers, Proceedings of the ACM on Human-Computer Interaction, 7:CHI PLAY, (369-401), Online publication date: 29-Sep-2023.
  4. ACM
    Rajadesingan A, Choo D, Zhang J, Inakage M, Budak C and Resnick P (2023). GuesSync!: An Online Casual Game To Reduce Affective Polarization, Proceedings of the ACM on Human-Computer Interaction, 7:CSCW2, (1-33), Online publication date: 28-Sep-2023.
  5. Sharratt K, Nanfuka E, Mason S, Ochen E, Turyomurugyendo F, Barwick M, Pearson J, Royston H and Wager N (2023). Evaluation of a serious gaming intervention to prevent child marriage in Uganda, Computers in Human Behavior, 143:C, Online publication date: 1-Jun-2023.
  6. ACM
    Stead M, Coulton P, Pilling F, Gradinar A, Pilling M and Forrester I More-than-Human-Data Interaction Proceedings of the 25th International Academic Mindtrek Conference, (62-74)
  7. ACM
    Ndulue C, Melis M and Orji R Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, (2-7)
  8. ACM
    Foch C and Kirman B “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-13)
  9. Sgandurra S (2022). Fight. Heal. Repeat, Simulation and Gaming, 53:4, (388-399), Online publication date: 1-Aug-2022.
  10. ACM
    Zhang X Predictive Power of Game Experience on Empathy with People Living with HIV/AIDS Proceedings of the 6th International Conference on Education and Multimedia Technology, (318-323)
  11. ACM
    Zhang-Kennedy L and Chiasson S (2021). A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education, ACM Computing Surveys, 54:1, (1-39), Online publication date: 31-Jan-2022.
  12. Healy P, You K, Xu A, Thomas T and Babichenko D (2022). A Narrative Serious Game to Teach Self-Advocacy Skills in Advanced Cancer, Procedia Computer Science, 206:C, (162-172), Online publication date: 1-Jan-2022.
  13. ACM
    Maqsood S and Chiasson S (2021). Design, Development, and Evaluation of a Cybersecurity, Privacy, and Digital Literacy Game for Tweens, ACM Transactions on Privacy and Security, 24:4, (1-37), Online publication date: 30-Nov-2021.
  14. ACM
    Anupam A (2021). Can Digital Games Teach Scientific Inquiry?, Proceedings of the ACM on Human-Computer Interaction, 5:CHI PLAY, (1-21), Online publication date: 5-Oct-2021.
  15. ACM
    Foch C and Kirman B “Slow down and look”: Desirable aspects of failure in video games, from the perspective of players. Proceedings of the 16th International Conference on the Foundations of Digital Games, (1-10)
  16. ACM
    Xexéo G, Mangeli E, Silva F, Ouriques L, Costa L and Monclar R Games as Information Systems Proceedings of the XVII Brazilian Symposium on Information Systems, (1-8)
  17. ACM
    Løvlie A, Ryding K, Spence J, Rajkowska P, Waern A, Wray T, Benford S, Preston W and Clare-Thorn E (2021). Playing Games with Tito, Journal on Computing and Cultural Heritage , 14:2, (1-26), Online publication date: 1-Jun-2021.
  18. ACM
    TB, Tece Bayrak A and C., BW, Wünsche B Player Motivation in Therapy Games for Parkinson's Disease: A Scoping Review Proceedings of the 2021 Australasian Computer Science Week Multiconference, (1-10)
  19. Kreminski M, Dickinson M, Osborn J, Summerville A, Mateas M and Wardrip-Fruin N Germinate Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, (102-108)
  20. ACM
    Gómez-Maureira M, Kniestedt I, Dingli S, Farrugia D and Marklund B CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-10)
  21. ACM
    Lundblade K Civilizing Civilization (and beyond) Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-9)
  22. ACM
    Anderson B, Karzmark C and Wardrip-Fruin N We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-11)
  23. Liehner G, Brauner P, Schaar A and Ziefle M Development and Evaluation of a Research Framework for Measuring the Reliance on Automation in Situations of Risk and Moral Dilemma Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Communication, Organization and Work, (280-295)
  24. Mariani I Other Worlds. When Worldbuilding and Roleplay Feed Speculation Design, User Experience, and Usability. Design for Contemporary Interactive Environments, (482-495)
  25. Linderoth J and Sjöblom B (2020). Being an Educator and Game Developer, Simulation and Gaming, 50:6, (771-788), Online publication date: 1-Dec-2019.
  26. Howard K A Design Framework for Learning About Representation in Video Games Through Modification of Narrative and Gameplay Interactive Storytelling, (422-426)
  27. Larsen B and Schoenau-Fog H “Well, That was Quick” – Towards Storyworld Adaptivity that Reacts to Players as People Interactive Storytelling, (204-213)
  28. ACM
    Treanor M and Nelson M Order-fulfillment games Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-7)
  29. ACM
    Anderson B, Karzmark C and Wardrip-Fruin N The psychological reality of procedural rhetoric Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-9)
  30. ACM
    Bowey J, Friehs M and Mandryk R Red or blue pill Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-11)
  31. Loos E, de la Hera T, Simons M and Gevers D Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, (56-69)
  32. Diniz dos Santos A, Strada F and Bottino A (2019). Approaching Sustainability Learning Via Digital Serious Games, IEEE Transactions on Learning Technologies, 12:3, (303-320), Online publication date: 1-Jul-2019.
  33. Landers R, Tondello G, Kappen D, Collmus A, Mekler E and Nacke L (2019). Defining gameful experience as a psychological state caused by gameplay, International Journal of Human-Computer Studies, 127:C, (81-94), Online publication date: 1-Jul-2019.
  34. Slegers K, Bleumers L, Maurer B, Krischkowsky A, Blythe M, Gundry D and Deterding S (2020). Validity Threats in Quantitative Data Collection With Games, Simulation and Gaming, 50:3, (302-328), Online publication date: 1-Jun-2019.
  35. ACM
    Craveirinha R and Roque L Impact of Game Elements in Players Artistic Experience Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, (1-6)
  36. ACM
    Kors M, van der Spek E, Ferri G and Schouten B You; the Observer, Partaker or Victim. Delineating Three Perspectives to Empathic Engagement in Persuasive Games using Immersive Technologies. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (493-501)
  37. ACM
    De Angeli D, Finnegan D, Scott L, Bull A and O'Neill E Agonistic Games Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (103-108)
  38. Osborn J, Dickinson M, Anderson B, Summerville A, Denner J, Torres D, Wardrip-Fruin N and Mateas M Is your game generator working? evaluating gemini, an intentional generator Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, (59-65)
  39. ACM
    Maureira M CURIO Proceedings of the 13th International Conference on the Foundations of Digital Games, (1-6)
  40. ACM
    Dechering A and Bakkes S Moral engagement in interactive narrative games Proceedings of the 13th International Conference on the Foundations of Digital Games, (1-10)
  41. ACM
    Karabinus A and Atherton R Games, UX, and the Gaps Proceedings of the 36th ACM International Conference on the Design of Communication, (1-7)
  42. ACM
    Maqsood S, Mekhail C and Chiasson S A day in the life of jos Proceedings of the 17th ACM Conference on Interaction Design and Children, (241-252)
  43. Stenros J and Kultima A (2018). On the Expanding Ludosphere, Simulation and Gaming, 49:3, (338-355), Online publication date: 1-Jun-2018.
  44. ACM
    Iten G, Steinemann S and Opwis K Choosing to Help Monsters Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, (1-13)
  45. ACM
    Orji R, Mandryk R and Vassileva J (2017). Improving the Efficacy of Games for Change Using Personalization Models, ACM Transactions on Computer-Human Interaction, 24:5, (1-22), Online publication date: 31-Oct-2017.
  46. ACM
    Kors M, Millenaar K, van der Spek E, Ferri G, Schouten B, Sandovar A, Ketel C and Dormans J Arguing on the Holodeck. Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, (667-671)
  47. ACM
    de Wildt L and Aupers S Bibles and BioShock Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (463-475)
  48. Kors M, Millenaar K, van der Spek E, Ferri G, Schouten B and Marsh T Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games Entertainment Computing – ICEC 2017, (497-501)
  49. ACM
    Kari T, Arjoranta J and Salo M Behavior change types with Pokémon GO Proceedings of the 12th International Conference on the Foundations of Digital Games, (1-10)
  50. Torssonen S (2017). Procedures of Commodification, Simulation and Gaming, 48:4, (498-512), Online publication date: 1-Aug-2017.
  51. Ho S, Lwin M, Sng J and Yee A (2017). Escaping through exergames, Computers in Human Behavior, 72:C, (381-389), Online publication date: 1-Jul-2017.
  52. ACM
    Hwang M and Mamykina L Monster Appetite Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, (4082-4096)
  53. Sakamoto M, Nakajima T and Akioka S (2017). Gamifying collective human behavior with gameful digital rhetoric, Multimedia Tools and Applications, 76:10, (12539-12581), Online publication date: 1-May-2017.
  54. Mueller F, Khot R, Gerling K and Mandryk R (2016). Exertion Games, Foundations and Trends in Human-Computer Interaction, 10:1, (1-86), Online publication date: 29-Dec-2016.
  55. ACM
    Burch E, Fernsler J, Brulle R and Zhu J Echo Chamber Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (101-107)
  56. ACM
    Kors M, Ferri G, van der Spek E, Ketel C and Schouten B A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, (91-104)
  57. ACM
    Hocutt D User Activity in Context Proceedings of the 34th ACM International Conference on the Design of Communication, (1-9)
  58. ACM
    Kourova A, Salter A, Pidberejna I and McDaniel R From Orlando to Russia Proceedings of the 34th ACM International Conference on the Design of Communication, (1-8)
  59. Mariani I and Gandolfi E (2016). Negative Experiences as Learning Trigger, International Journal of Game-Based Learning, 6:3, (50-73), Online publication date: 1-Jul-2016.
  60. Sakamoto M, Alexandrova T and Nakajima T (2016). Analyzing the influence of virtuality on playful social interaction, Multimedia Tools and Applications, 75:14, (8289-8317), Online publication date: 1-Jul-2016.
  61. ACM
    Busch M, Mattheiss E, Orji R, Fröhlich P, Lankes M and Tscheligi M Player Type Models Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, (1835-1841)
  62. ACM
    Xu X, Theng Y, Li J and Phat P Investigating Effects of Exergames on Exercise Intentions among Young-Old and Old-Old Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, (2961-2968)
  63. Braghirolli L, Ribeiro J, Weise A and Pizzolato M (2016). Benefits of educational games as an introductory activity in industrial engineering education, Computers in Human Behavior, 58:C, (315-324), Online publication date: 1-May-2016.
  64. Gamberini L, Spagnolli A, Nucci M, Degiuli G, Villa C, Monarca V, Privitera A, Zamboni L and Leclerq S A Gamified Solution to Brief Interventions for Nightlife Well-Being Proceedings of the 11th International Conference on Persuasive Technology - Volume 9638, (230-241)
  65. Busch M, Mattheiss E, Reisinger M, Orji R, Fröhlich P and Tscheligi M More than Sex Proceedings of the 11th International Conference on Persuasive Technology - Volume 9638, (219-229)
  66. Maurer B, Gärtner M, Wuchse M, Meschtscherjakov A and Tscheligi M Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding Proceedings of the 11th International Conference on Persuasive Technology - Volume 9638, (199-210)
  67. ACM
    Deen M, Nack F and Haggis M Diversity through specificity Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, (1-10)
  68. ACM
    Lankes M, Hochleitner W, Rammer D, Busch M, Mattheiss E and Tscheligi M From Classes to Mechanics Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (595-600)
  69. ACM
    Busch M, Mattheiss E, Orji R, Marczewski A, Hochleitner W, Lankes M, Nacke L and Tscheligi M Personalization in Serious and Persuasive Games and Gamified Interactions Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (811-816)
  70. ACM
    Cole T, Cairns P and Gillies M Emotional and Functional Challenge in Core and Avant-garde Games Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (121-126)
  71. ACM
    Steinemann S, Mekler E and Opwis K Increasing Donating Behavior Through a Game for Change Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (319-329)
  72. Cominola A, Giuliani M, Piga D, Castelletti A and Rizzoli A (2015). Benefits and challenges of using smart meters for advancing residential water demand modeling and management, Environmental Modelling & Software, 72:C, (198-214), Online publication date: 1-Oct-2015.
  73. ACM
    Wanick V, Ranchhod A and Wills G Cultural persuasive affordances in advergaming design across cultures Proceedings of the 19th International Academic Mindtrek Conference, (63-68)
  74. Sakamoto M and Nakajima T A Framework for Navigating Human Behavior Through Gameful Digital Rhetoric Proceedings of the Third International Conference on Distributed, Ambient, and Pervasive Interactions - Volume 9189, (97-108)
  75. Martinovic D, Burgess G, Pomerleau C and Marin C (2015). Comparison of children's gaming scores to NEPSY-II scores, Computers in Human Behavior, 49:C, (487-498), Online publication date: 1-Aug-2015.
  76. ACM
    Iacovides I and Cox A Moving Beyond Fun Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, (2245-2254)
  77. Ruggiero D (2015). The effect of a persuasive social impact game on affective learning and attitude, Computers in Human Behavior, 45:C, (213-221), Online publication date: 1-Apr-2015.
  78. Sköld O, Adams S, Harviainen J and Huvila I Studying games from the viewpoint of information Game Research Methods, (57-73)
  79. ACM
    Grace L, Janssen D and Coyle J Did you see that? Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, (1-4)
  80. ACM
    Coulton P, Jacobs R, Burnett D, Gradinar A, Watkins M and Howarth C Designing data driven persuasive games to address wicked problems such as climate change Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services, (185-191)
  81. ACM
    Arawjo I, Mitchell C and Camlot J PoetryLab Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (311-314)
  82. ACM
    Goldman T, Lee F and Zhu J Using video games to facilitate understanding of attention deficit hyperactivity disorder Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (115-120)
  83. Sakamoto M and Nakajima T Gamifying Social Media to Encourage Social Activities with Digital-Physical Hybrid Role-Playing Proceedings of the 6th International Conference on Social Computing and Social Media - Volume 8531, (581-591)
  84. ACM
    Knowles B, Blair L, Walker S, Coulton P, Thomas L and Mullagh L Patterns of persuasion for sustainability Proceedings of the 2014 conference on Designing interactive systems, (1035-1044)
  85. ACM
    Antle A, Warren J, May A, Fan M and Wise A Emergent dialogue Proceedings of the 2014 conference on Interaction design and children, (37-46)
  86. Zhang-Kennedy L, Chiasson S and Biddle R Stop Clicking on "Update Later" Proceedings of the 9th International Conference on Persuasive Technology - Volume 8462, (302-322)
  87. Knowles B, Coulton P, Lochrie M and Whittle J Wicked Persuasion Proceedings of the 9th International Conference on Persuasive Technology - Volume 8462, (137-142)
  88. ACM
    Knowles B, Lochrie M, Coulton P and Whittle J BARTER CHI '14 Extended Abstracts on Human Factors in Computing Systems, (1933-1938)
  89. ACM
    Kang L, Park T and Jackson S Scale CHI '14 Extended Abstracts on Human Factors in Computing Systems, (399-402)
  90. ACM
    Quitmeyer A Digital naturalism CHI '14 Extended Abstracts on Human Factors in Computing Systems, (311-314)
  91. ACM
    Ruggiero D Spent Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (3423-3432)
  92. Martinovic D, Ezeife C, Whent R, Reed J, Burgess G, Pomerleau C, Yang Y and Chaturvedi R (2014). "Critic-proofing" of the cognitive aspects of simple games, Computers & Education, 72:C, (132-144), Online publication date: 1-Mar-2014.
  93. Schrier K Designing and using games to teach ethics and ethical thinking Learning, Education and Games, (141-158)
  94. Ferdig R and Pytash K Using video games for literacy acquisition and studying literate practices Learning, Education and Games, (55-71)
  95. Santos B, Romão T, Dias A and Centieiro P eVision Proceedings of the 10th International Conference on Advances in Computer Entertainment - Volume 8253, (380-391)
  96. Rao V A Framework for Evaluating Behavior Change Interventions through Gaming Proceedings of the 10th International Conference on Advances in Computer Entertainment - Volume 8253, (368-379)
  97. ACM
    Perry D, Lynch A, Joshi A, Hellman K, Robinson J, Oyadomari A, Richtarik M and Aragon C Diverse player experiences in the design of science games for bioinformatics learning Proceedings of the 2013 Chilean Conference on Human - Computer Interaction, (104-109)
  98. Ferri G Satire, Propaganda, Play, Storytelling. Notes on Critical Interactive Digital Narratives Proceedings of the 6th International Conference on Interactive Storytelling - Volume 8230, (174-179)
  99. Ruggiero D (2013). Persuasive Games as Social Action Agents, International Journal of Gaming and Computer-Mediated Simulations, 5:4, (75-85), Online publication date: 1-Oct-2013.
  100. Möring S (2013). The Metaphor-Simulation Paradox in the Study of Computer Games, International Journal of Gaming and Computer-Mediated Simulations, 5:4, (48-74), Online publication date: 1-Oct-2013.
  101. ACM
    Bello R and Schwartz G The historicity of play Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (1-4)
  102. ACM
    Quitmeyer A Digital naturalism Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, (325-330)
  103. ACM
    Perry D, Aragon C, Cruz S, Peters M and Chowning J Human centered game design for bioinformatics and cyberinfrastructure learning Proceedings of the Conference on Extreme Science and Engineering Discovery Environment: Gateway to Discovery, (1-8)
  104. Watson B, Berube D, Hristov N, Strohecker C, Betz S, Allen L, Burczyk M, Howard A, Mcgee W, Gymer M, Cañas D and Kirstner M VIA - Visualizing Individual Actions to Develop a Sustainable Community Culture through Cycling Proceedings of the First International Conference on Distributed, Ambient, and Pervasive Interactions - Volume 8028, (316-325)
  105. Miller A, Pater J and Mynatt E Design strategies for youth-focused pervasive social health games Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare, (9-16)
  106. ACM
    Tanenbaum T, Antle A and Robinson J Three perspectives on behavior change for serious games Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (3389-3392)
  107. ACM
    Toprak C, Platt J, Ho H and Mueller F Bubble popper CHI '13 Extended Abstracts on Human Factors in Computing Systems, (3139-3142)
  108. ACM
    Berkovsky S, Freyne J and Coombe M (2012). Physical Activity Motivating Games, ACM Transactions on Computer-Human Interaction, 19:4, (1-41), Online publication date: 1-Dec-2012.
  109. Karhulahti V Suspending virtual disbelief Proceedings of the 5th international conference on Interactive Storytelling, (1-17)
  110. De Grove F, Bourgonjon J and Van Looy J (2012). Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education, Computers in Human Behavior, 28:6, (2023-2033), Online publication date: 1-Nov-2012.
  111. ACM
    Grace L Critical gameplay Proceedings of the 20th ACM international conference on Multimedia, (1185-1188)
  112. ACM
    Mendes M, Ângelo P, Nisi V and Correia N Digital art, HCI and environmental awareness evaluating play with fire Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, (408-417)
  113. ACM
    Perttula A When a video game transforms to mobile phone controlled team experience Proceeding of the 16th International Academic MindTrek Conference, (302-309)
  114. ACM
    Huotari K and Hamari J Defining gamification Proceeding of the 16th International Academic MindTrek Conference, (17-22)
  115. Gekker A Health games Proceedings of the Third international conference on Serious Games Development and Applications, (13-30)
  116. ACM
    Vasalou A, Ingram G and Khaled R User-centered research in the early stages of a learning game Proceedings of the Designing Interactive Systems Conference, (116-125)
  117. ACM
    Treanor M, Blackford B, Mateas M and Bogost I Game-O-Matic Proceedings of the The third workshop on Procedural Content Generation in Games, (1-8)
  118. ACM
    Holloway A, Rubin Z and Kurniawan S What video games have to teach us about childbirth and childbirth support Proceedings of the First Workshop on Design Patterns in Games, (1-8)
  119. ACM
    Mendenhall S, Ha V, Xu Y, Tillery P, Cohen J, Sharp J and MacIntyre B NerdHerder Proceedings of the International Conference on the Foundations of Digital Games, (250-253)
  120. ACM
    Mitgutsch K and Alvarado N Purposeful by design? Proceedings of the International Conference on the Foundations of Digital Games, (121-128)
  121. ACM
    Xu Y, Poole E, Miller A, Eiriksdottir E, Catrambone R and Mynatt E Designing pervasive health games for sustainability, adaptability and sociability Proceedings of the International Conference on the Foundations of Digital Games, (49-56)
  122. ACM
    Linder J and Ju W Playable character Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (2069-2078)
  123. ACM
    Feinberg M Writing the experience of information retrieval Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (357-366)
  124. ACM
    Khaled R and Ingram G Tales from the front lines of a large-scale serious game project Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (69-78)
  125. ACM
    Perry D and Aragon C Measuring distributed affect in collaborative games Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion, (195-198)
  126. ACM
    Bendor R Analytic and deictic approaches to the design of sustainability decision-support tools Proceedings of the 2012 iConference, (215-222)
  127. Thin A (2012). A game-based virtualized reality approach for simultaneous rehabilitation of motor skill and confidence, Advances in Human-Computer Interaction, 2012, (3-3), Online publication date: 1-Jan-2012.
  128. Holloway A and Kurniawan S The prepared partner Proceedings of the 7th conference on Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society: information Quality in e-Health, (191-210)
  129. Chan K Constructionist learning through serious games Proceedings of the 7th Australasian Conference on Interactive Entertainment, (1-3)
  130. ACM
    Centieiro P, Romão T and Dias A A location-based multiplayer mobile game to encourage pro-environmental behaviours Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, (1-8)
  131. ACM
    Khaled R, Barr P, Greenspan B, Biddle R and Vist E StoryTrek Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, (125-132)
  132. ACM
    Chan K Visual ethnography in game design Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, (75-82)
  133. Holleis P, Sahami A and Schmidt A Providing generic context for mobile games on phones Proceedings of the 7th international and interdisciplinary conference on Modeling and using context, (5-17)
  134. ACM
    Zamboni L, Gamberini L, Spagnolli A, Cipolletta S, De Giuli G and Tion I Serious games in social intervention Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity, (139-142)
  135. ACM
    Ecker R, Holzer P, Broy V and Butz A EcoChallenge Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, (91-94)
  136. ACM
    Paul C Don't play me Proceedings of the 6th International Conference on Foundations of Digital Games, (262-264)
  137. ACM
    Treanor M, Schweizer B, Bogost I and Mateas M Proceduralist readings Proceedings of the 6th International Conference on Foundations of Digital Games, (115-122)
  138. ACM
    Nealen A, Saltsman A and Boxerman E Towards minimalist game design Proceedings of the 6th International Conference on Foundations of Digital Games, (38-45)
  139. Berland M Understanding strategic boardgames as computational- thinking training machines Tabletop, (167-173)
  140. Davidson D and Lemarchand R Uncharted 2 Well played 3.0, (72-103)
  141. ACM
    Laine T, Sedano C, Sutinen E and Joy M Viable and portable architecture for pervasive learning spaces Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia, (1-10)
  142. ACM
    Craveirinha R and Roque L Looking for the heart of interactive media Proceedings of the 3rd International Conference on Fun and Games, (8-17)
  143. Sicart M Wicked games Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design, (101-111)
  144. ACM
    Hirsch T Water wars Proceedings of the 8th ACM Conference on Designing Interactive Systems, (340-343)
  145. ACM
    Doucet L and Srinivasan V Designing entertaining educational games using procedural rhetoric Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, (5-10)
  146. ACM
    Treanor M, Mateas M and Wardrip-Fruin N Kaboom! is a many-splendored thing Proceedings of the Fifth International Conference on the Foundations of Digital Games, (224-231)
  147. Oinas-Kukkonen H Behavior change support systems Proceedings of the 5th international conference on Persuasive Technology, (4-14)
  148. ACM
    Ramachandran D, Canny J, Das P and Cutrell E Mobile-izing health workers in rural India Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (1889-1898)
  149. Davidson D Prince of Persia Well Played 2.0, (22-47)
  150. Thin A and Poole N Dance-based exergaming Transactions on edutainment IV, (189-199)
  151. ACM
    Harrell D Computational and cognitive infrastructures of stigma Proceedings of the seventh ACM conference on Creativity and cognition, (49-58)
  152. ACM
    Jones D Accounting for affective responses in video games Proceedings of the 27th ACM international conference on Design of communication, (251-256)
  153. ACM
    Khaled R, Barr P, Biddle R, Fischer R and Noble J Game design strategies for collectivist persuasion Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, (31-38)
  154. ACM
    Rusnak P Learning :: thinking :: playing @ digital media & technology Proceedings of the 2009 Conference on Future Play on @ GDC Canada, (7-8)
  155. ACM
    Tashiro J What really works in serious games for healthcare education Proceedings of the 2009 Conference on Future Play on @ GDC Canada, (3-4)
  156. Davidson D From experiment gameplay to the wonderful world of Goo, and how physics is your friend Well Played 1.0, (160-176)
  157. ACM
    Hills D, Pisan Y and Edmonds E Towards a generic framework for situated collaborative storytelling Proceedings of the 5th Australasian Conference on Interactive Entertainment, (1-6)
  158. ACM
    Losh E In polite company Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, (345-351)
  159. ACM
    Dormann C and Biddle R Understanding game design for affective learning Proceedings of the 2008 Conference on Future Play: Research, Play, Share, (41-48)
  160. ACM
    Zagal J A framework for games literacy and understanding games Proceedings of the 2008 Conference on Future Play: Research, Play, Share, (33-40)
  161. ACM
    Nelson M and Mateas M An interactive game-design assistant Proceedings of the 13th international conference on Intelligent user interfaces, (90-98)
  162. ACM
    Tashiro J and Dunlap D The impact of realism on learning engagement in educational games Proceedings of the 2007 conference on Future Play, (113-120)
  163. ACM
    Losh E The birth of the virtual clinic Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, (73-80)
  164. Hauge J, Lim T, Louchart S, Stanescu I, Ma M and Marsh T Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media Entertainment Computing - ICEC 2015, (560-565)
Contributors
  • Georgia Institute of Technology

Recommendations

John W. Fendrich

Bogost suggests that a definition of rhetoric is the study of persuasive expression. Classically, rhetoric is the art of speaking or writing effectively. With this alteration, the book is an argument for the inclusion of video game expression as rhetoric, specifically with procedural rhetoric as a component. It is thus regarded to be as important to civilization as writing or oral rhetoric. Bogost’s ideas should resonate with teachers, whose careers have spanned the transition from providing educational opportunities for understanding and learning oral and written effectiveness. Ultimately, they seek to provide educational opportunities to understand and to learn computational effectiveness. The book is primarily for video game designers. Bogost hopes the book is also useful to critics and players of video games due to its analysis of the way video games mount arguments and influence players. Procedural rhetoric literacy is added to the literacy mix of what it takes to understand and make effective contributions to current civilization. The book is organized into a short preface, a chapter on procedural rhetoric, and three parts focused on extensive interrogation domains: politics, advertising, and learning, in which video game persuasion has already taken form and still holds great promise. These interrogations include chapters titled: “Political Processes,” “Ideological Frames,” “Digital Democracy,” “Advertising Logic,” “Licensing and Product Placement,” “Advergames,” “Procedural Literacy,” “Values and Aspirations,” “Exercise,” and “Purposes of Persuasion.” For study, there are 60 pages of notes connected to the preface and the 11 chapters; there are 36 pages in the bibliography. There is a helpful index for reviewing the philosophies, philosophers, and the extensive number of video games whose discussions clarify the dense analysis. The order of the chapters suggests that priority is given to commercial video game developers. In short, persuasive expression becomes persuasive games. Procedural rhetoric, a general name for the practice of authoring arguments through processes that are used persuasively, is discussed. For example, the Public Broadcasting System’s game “Freaky Flakes” gives the user an opportunity both to succeed and to fail in his or her attempt to manipulate the simulated children buying cereal. Through multiple designs, the user is able to hone in on the logic that drives advertisers, which results in increased sales of his or her virtual cereal. This gesture represents a procedural enthymeme—the player literally fills in the missing portion of the syllogism by interacting with the application, and with that action constrained by rules. That is, a set of procedural constraints determines the combination of design strategies that influence kids more or less successfully. Procedural representation is representation, and thus certainly not identical with actual experience. A procedural representation is a claim about how a part of a system represented does, should, or could function. Persuasive games are video games that mount procedural rhetoric effectively. They make arguments about how systems work in the material world, which alter and affect players’ opinions outside of the game—they do not merely cause them to continue playing. The examples of procedural rhetoric in the three domains cover a broad swath of human social experience. These areas have become largely broken in contemporary culture, and are areas that Bogost believes video games can help restore (and not just in a small way). Procedural rhetoric persuades through intervention, and sets the stage for an innovative understanding of what is presently unthinkable. Procedural rhetoric should not be confused with procedural programming. In the learning domain, video games teach their content, and that content transforms into real-world experience. Some examples are “Microsoft Flight Simulator,” “Sin City,” “Ninja Guiden,” and “Grand Theft Auto.” “Flight Simulator” teaches something about aviation—something that players can use to understand how real planes fly. “Sin City” teaches something about urban planning, which players can then use to plan real cities. “Ninja Guiden” incorporates the teaching of “ninjaness,” which is secondary to the game’s use of exploration, including small problems of increasing difficulty, to teach players rules of play that transform skills into strategies, and turn failure into success. These, along with “Grand Theft Auto,” illustrate the simulation gap—the breach between a game’s procedural representation of a topic and the player’s interpretation of it. The robot building system “Mindstorms” is like this in that robotics attracts a player’s interest, but robotics’ educational value is the potential to develop general abilities in programming and creative expression. A comparison between video game learning and narrative media learning is that of learning the orbits of planets from a textbook or lecture descriptions, or learning from an onery (a system of gears that model the planets’ rotations and orbits at the correct relative velocities). Bogost has opened the box, and claims we have far to go. Outside of this book, Project IT Girl focuses on challenging female students to use programming as a tool to create games, which could then be distributed to children around the world—a small step that changes the world in a positive way. Online Computing Reviews Service

Access critical reviews of Computing literature here

Become a reviewer for Computing Reviews.