Cases on the Societal Effects of Persuasive Games, 1st Edition

  • Dana Ruggiero
  • Published By:
  • ISBN-10: 1466662077
  • ISBN-13: 9781466662070
  • DDC: 794.8
  • Grade Level Range: College Freshman - College Senior
  • 345 Pages | eBook
  • Original Copyright 2014 | Published/Released December 2015
  • This publication's content originally published in print form: 2014

  • Price:  Sign in for price



Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Multimedia and Interactive Technologies (AMIT) Book Series.
Titles in this Series.
Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Football Manager as a Persuasive Game for Social Identity Formation.
2: Equality Game, Anxiety Attack, and Misfortune: A Pedagogical Post-Mortem on Engines, Modding, and the Importance of Player Experience.
3: Games for Top Civil Servants: An Integrated Approach.
4: Six Factors That Determine the Conceptualization of Persuasive Strategies for Advergames: The Case Study of “Tem de Tank”.
5: Game-Based Learning as a Promoter for Positive Health Behaviours in Young People.
6: The Travelling Rose: A Persuasive Game to Stimulate Walking Behaviour of Older Persons in Low SES Neighbourhoods.
7: Power Explorer: Is Indoctrination Right?.
8: Rhetoric of Game: Utilizing the Game of Tavistock Method on Organizational Politics Training.
9: Emergently-Persuasive Games: How Players of SF0 Persuade Themselves.
10: Communicating the Obvious: How Agents Against Power Waste Influenced the Attitudes of Players and their Families.
11: The ASPIRE Program: Using Game-Based Learning to Reach Massive Audiences.
12: A Hostile World: A Pervasive Urban Game to Sensitise and Foster a Cross-Cultural Reflection.
13: Strategies and Tactics in Digital Role-Playing Games: Persuasion and Social Negotiation of the Natural Order Doctrine in Second Life's Gor.
Related References.
Compilation of References.
About the Contributors.