Cases on the Societal Effects of Persuasive Games

Cases on the Societal Effects of Persuasive Games

Indexed In: SCOPUS
Release Date: June, 2014|Copyright: © 2014 |Pages: 345
DOI: 10.4018/978-1-4666-6206-3
ISBN13: 9781466662063|ISBN10: 1466662069|EISBN13: 9781466662070
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Description & Coverage
Description:

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.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Civil Service Training
  • Cross-Cultural Interaction
  • Digital Role-Playing Games
  • Game-Based Learning
  • Health Education
  • Professional Training
  • Serious Games
  • Social Identity Formation
  • Video Game Rhetoric
Reviews & Statements

International contributors in industrial design, media psychology, communication, video game studies, and training explore issues related to the effectiveness and measurement of persuasive games, which are video games that use content and techniques to change players’ values and actions, such as Football Manager, SFO, Agents Against Power Waste, Food Force, and America’s Army. The book’s 13 chapters deal with areas including persuasive games and social identity formation, games for civil servants, game-based learning to promote positive health behaviors in young people, a persuasive game to stimulate walking behavior of older people in low SES neighborhoods, and a persuasive urban game to foster cross-cultural reflection. The book includes b&w screenshots and images.

– ProtoView Book Abstracts (formerly Book News, Inc.)
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Editor/Author Biographies
Dana Ruggiero is a senior lecturer in Learning Technology and award leader for the MA in Learning Technology at Bath Spa University, UK. She received her PhD in Learning Design and Technology at Purdue University and her MA in Education at Augsburg College. Her research focuses on persuasive game design, social action games, and learning design. She is currently developing two games using Bayesian models and open data from UNESCO, WHO, and UNICEF. Dr. Ruggiero is currently collaborating on several EU projects involving the creation of games based learning in higher education.
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