Games for Persuasion

Games for Persuasion
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说服游戏

DOI:
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发表时间:
2013
期刊:
Games Cult.
影响因子:
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通讯作者:
John C. Ferrara
John C. Ferrara
中科院分区:
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文献类型:
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作者:
John C. Ferrara

文献摘要

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严肃游戏成功的最大威胁是对玩家体验质量的忽视。游戏化潮流支持一个谣言,即游戏可以被剥离为“有用”的比特,当添加到传统应用程序中时,应该期望具有与真正的游戏相同的效果。这个谎言暴露了对游戏的蔑视,以及对游戏本身有用和有价值的努力的无能。创造游戏,实现伟大的事情在真实的世界,同时保持愉快的经验,而不是需要与巨大的实力固有的媒体工作。本演示探讨了视频游戏的原生程序性如何使它们成为说服人们采用特定观点的潜在理想方式。它将涵盖说服性游戏的历史和现代理论,提供基于游戏玩法的制作论点的指导方针,并介绍说服性游戏设计的案例研究。
The greatest threat to the success of serious games is inattention to the quality of the player experience. The gamification fad endorses a canard that games can be strip-mined for “useful” bits that, when tacked onto conventional applications, should be expected to have the same effects as true games. This lie exposes a disdain for play and an incapacity to perceive games themselves as useful and worthwhile endeavors. Creating games that achieve great things in the real world while remaining enjoyable experiences instead requires working with the prodigious strengths inherent to the medium. This presentation explores how the native procedurality of video games makes them a potentially ideal way to persuade people to adopt a particular point of view. It will cover the history and modern theory of persuasive games, offer guidelines for crafting arguments based in gameplay, and present a case study of the design of a persuasive game.