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Virtual Dictionary

Persuasive Games

Persuasive games are games, gameworlds, and non-gaming systems that share facets in common (such as virtual environments) whose purpose is expressly to change the user?s individual?s attitudes, beliefs or behaviour about a given topic, by exposing them to a simulation of the difficulties faced, and pitting them against it, to ?win? or survive.

Below, we offer a selection of links from our resource databases which may match this term.



Related Dictionary Entries for Persuasive Games:

Persuasive Computing

Persuasive Games









 

Resources in our database matching the Term Persuasive Games:

Results by page [1]   [2]   [3]   [4]   [5]   [6]   [7]   [8]   

Persuasive Games: The Expressive Power of Videogames is a book written with the goal of showcasing to the non-gaming world, how video games (and by extension / extrapolation, virtual worlds) are a true artistic and serious medium. How they can showcase how both how real and imagined systems work, and they invite players to interact with those systems and form judgements about them.





Linked resource
Book Excerpt: Serious Games: Games That Educate, Train, and Inform
Gamasutra has aquired rights to reprint a large excerptfrom Serious Games: Games That Educate, Train, and Inform - Games for Physical and Mental Health.



Resource Type not Available



Good Video Games and Good Learning is a book dedicated to deep insight about games and learning. Whether you are creating games, simulations, or full blown multi-user virtual environments, this book is invaluable.





This book offers an exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play - mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world.





On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.





This is, we believe, the first serious attempt at a book intended to beat business executives over the head with the power that games possess. It derives directly from the serious games movement, and is trying to showcase to business leaders how gaming, and VR usage in employees can actually help the bottom line.





This book launches into the use of computer games and simulations, to replicate the situations an adult. That is to say, not edugames that are dry and boring, with all the fun of a PowerPoint slideshow, but putting into complex simulations, and simple fun games, the same base concepts for success that are found in the wider world.





The Complete Guide to Simulations and Serious Games offers an encyclopedic overview and complete lexicon for those who care about the next generation of educational media. This is the essential reference for not only those directly involved in simulations and serious games, but also for researchers and writers, computer game designers, policy makers, and entrepreneurs.





Linked resource
Why writing in games matters: Part I?advancing the art of storytelling
"The problem with writing in games is that we point out when it's terrible, but we don't praise it enough when it's good."



 

Industry News containing the Term Persuasive Games:

Results by page [1]   

(17/03/2006)
EDRA37 will be held in Atlanta, USA, May 3-7, 2006

Cyberspace Symposium I
? Envisioning Intelligent Built Environments. Taylor, Patricia (Independent Scholar) and McGrath, Robert (University of Illinois at Urbana-Cham...


(02/10/2006)
The Teaching with Games report was commissioned by games giant Electronic Arts (EA) and carried out by FutureLab.

It surveyed almost 1,000 teachers and more than 2,300 primary and secondary school students in the UK.
<...


(08/10/2008)
The search giant's beta launch of AdSense for Games will initially target Flash games. Takahashi cites figures showing that 200 million games of this type are played online each month. Sony Pictures, Sprint and eSurance are among advertise...


(07/06/2009)
Friday 12th June 2009 - Sunday 14th June 2009
The Ivy Room, 320-330 George Street, Sydney, Australia

Sometime soon, the ever-exploding possibilities of games technologies and game-play will reduce the linear video of t...


(21/02/2008)
International Conference,
Cambridge 23-24 June 2008

2nd Call for Papers

This conference seeks to bring together leading researchers and developers with interested professionals in education and train...