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The Persuasive Roles of Digital Games: The Case of Cancer Games

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Resumo:Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.
Autores principais:de la Hera Conde-Pumpido, Teresa
Assunto:cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
Ano:2018
País:Portugal
Tipo de documento:artigo
Tipo de acesso:unknown
Instituição associada:Cogitatio Press
Idioma:inglês
Origem:Media and Communication
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author de la Hera Conde-Pumpido, Teresa
author_facet de la Hera Conde-Pumpido, Teresa
author_role author
country_str PT
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datacite.creators.creator.creatorName.fl_str_mv de la Hera Conde-Pumpido, Teresa
datacite.rights.fl_str_mv http://purl.org/coar/access_right/c_abf2
datacite.subjects.subject.fl_str_mv cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
datacite.titles.title.fl_str_mv The Persuasive Roles of Digital Games: The Case of Cancer Games
dc.creator.none.fl_str_mv de la Hera Conde-Pumpido, Teresa
dc.format.none.fl_str_mv application/pdf
dc.identifier.none.fl_str_mv https://doi.org/10.17645/mac.v6i2.1336
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv Cogitatio
dc.rights.none.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.source.none.fl_str_mv Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 103-111
2183-2439
dc.subject.none.fl_str_mv cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
dc.title.fl_str_mv The Persuasive Roles of Digital Games: The Case of Cancer Games
dc.type.none.fl_str_mv http://purl.org/coar/resource_type/c_6501
description Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.
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spelling en-USThe Persuasive Roles of Digital Games: The Case of Cancer Gamesde la Hera Conde-Pumpido, Teresacancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical modelCopyright (c) 2018 Teresa de la Hera Conde-Pumpidohttp://purl.org/coar/access_right/c_abf2http://creativecommons.org/licenses/by/4.0https://doi.org/10.17645/mac.v6i2.1336DOIoai:ojs.cogitatiopress.com:article/1336OAIhttps://www.cogitatiopress.com/mediaandcommunication/article/view/1336URLhttps://doi.org/10.17645/mac.v6i2.1336DOIhttps://www.cogitatiopress.com/mediaandcommunication/article/view/1336/1336URLHasVersion2018-06-07en-USUsing behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.Cogitatioapplication/pdfen-USMedia and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 103-1112183-2439engjournal articlehttp://purl.org/coar/resource_type/c_6501literatureVoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85
spellingShingle The Persuasive Roles of Digital Games: The Case of Cancer Games
de la Hera Conde-Pumpido, Teresa
cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
status_str VoR
subject.fl_str_mv cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
title The Persuasive Roles of Digital Games: The Case of Cancer Games
title_full The Persuasive Roles of Digital Games: The Case of Cancer Games
title_fullStr The Persuasive Roles of Digital Games: The Case of Cancer Games
title_full_unstemmed The Persuasive Roles of Digital Games: The Case of Cancer Games
title_short The Persuasive Roles of Digital Games: The Case of Cancer Games
title_sort The Persuasive Roles of Digital Games: The Case of Cancer Games
topic cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
topic_facet cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
url https://doi.org/10.17645/mac.v6i2.1336
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