Persuasive Gaming in Context

简介:
新通信技术的快速发展促进了数字游戏的普及,这已经转化为近几十年来游戏行业的指数级增长。数字游戏的普遍存在导致这些游戏的应用从单纯的娱乐目的扩展到各种各样的严肃目的。在这个编辑的卷中,我们通过关注游戏理论家伊恩·博格斯特所说的 “有说服力的游戏” 来缩小关注范围,也就是说,游戏实践将信息的传播与试图让玩家参与特定的态度和行为相结合。本卷提供了关于有说服力的游戏的多方面反映,即玩家玩这些特定游戏的过程。目的是通过进一步探索有说服力的游戏和其他一些有说服力的有趣的互动,更好地了解何时以及如何使用数字游戏进行说服。本书批判性地整合了在单独的研究传统中已经完成的工作,通过包括相关案例研究的探索,提供了一种多学科的方法来理解与行业发展密切相关的有说服力的游戏。
英文简介:
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent 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.
- 书名
- Persuasive Gaming in Context
- 译名
- 情境中的说服性游戏
- 语言
- 英语
- 年份
- 2021
- 页数
- 266页
- 大小
- 3.04 MB
- 下载
Persuasive Gaming in Context.pdf
- 密码
- 65536
最后更新:2025-04-12 23:54:40