Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games

Detalhes bibliográficos
Autor(a) principal: Jacobs, Ruud S.
Data de Publicação: 2021
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v9i1.3308
Resumo: Serious games are designed to educate, train, or persuade their players on specific topics and issues. While a lot of studies have sought to prove the effects of these games, the overall image and legitimization of serious games has not benefited fully from these efforts. Indicating that the issue stems from the difference between the captive audience exposed to games in effects studies and the contexts in which people come to play serious games in everyday life, the current article sketches out the research that needs to be performed before this gap can be filled. Three theoretical perspectives are offered, in turn looking at serious games as forms of (promotional) communication, personal media experiences, and technological innovations. This analysis results in insights relating to (among others), how the identity of serious games might hinder their diffusion, how expected gratifications could fail to match the intentions of these games, and what could cause someone to ‘adopt’ a serious game. Based on the insights gained by applying these lenses, potential factors are listed and linked to methodologies that could prove or disprove their importance. These methodologies involve quantitative and qualitative investigations to create a deeper picture of how potential players approach serious games. The article concludes with open questions to investigators and industry professionals generated from this process.
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spelling Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Gamesacceptance; adoption; attitudes; games for change; media psychology; motivation; persuasive games; serious gamesSerious games are designed to educate, train, or persuade their players on specific topics and issues. While a lot of studies have sought to prove the effects of these games, the overall image and legitimization of serious games has not benefited fully from these efforts. Indicating that the issue stems from the difference between the captive audience exposed to games in effects studies and the contexts in which people come to play serious games in everyday life, the current article sketches out the research that needs to be performed before this gap can be filled. Three theoretical perspectives are offered, in turn looking at serious games as forms of (promotional) communication, personal media experiences, and technological innovations. This analysis results in insights relating to (among others), how the identity of serious games might hinder their diffusion, how expected gratifications could fail to match the intentions of these games, and what could cause someone to ‘adopt’ a serious game. Based on the insights gained by applying these lenses, potential factors are listed and linked to methodologies that could prove or disprove their importance. These methodologies involve quantitative and qualitative investigations to create a deeper picture of how potential players approach serious games. The article concludes with open questions to investigators and industry professionals generated from this process.Cogitatio2021-01-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v9i1.3308oai:ojs.cogitatiopress.com:article/3308Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 28-382183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/3308https://doi.org/10.17645/mac.v9i1.3308https://www.cogitatiopress.com/mediaandcommunication/article/view/3308/3308Copyright (c) 2021 Ruud S. Jacobshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessJacobs, Ruud S.2022-12-20T10:59:02Zoai:ojs.cogitatiopress.com:article/3308Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:13.707571Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
title Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
spellingShingle Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
Jacobs, Ruud S.
acceptance; adoption; attitudes; games for change; media psychology; motivation; persuasive games; serious games
title_short Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
title_full Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
title_fullStr Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
title_full_unstemmed Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
title_sort Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
author Jacobs, Ruud S.
author_facet Jacobs, Ruud S.
author_role author
dc.contributor.author.fl_str_mv Jacobs, Ruud S.
dc.subject.por.fl_str_mv acceptance; adoption; attitudes; games for change; media psychology; motivation; persuasive games; serious games
topic acceptance; adoption; attitudes; games for change; media psychology; motivation; persuasive games; serious games
description Serious games are designed to educate, train, or persuade their players on specific topics and issues. While a lot of studies have sought to prove the effects of these games, the overall image and legitimization of serious games has not benefited fully from these efforts. Indicating that the issue stems from the difference between the captive audience exposed to games in effects studies and the contexts in which people come to play serious games in everyday life, the current article sketches out the research that needs to be performed before this gap can be filled. Three theoretical perspectives are offered, in turn looking at serious games as forms of (promotional) communication, personal media experiences, and technological innovations. This analysis results in insights relating to (among others), how the identity of serious games might hinder their diffusion, how expected gratifications could fail to match the intentions of these games, and what could cause someone to ‘adopt’ a serious game. Based on the insights gained by applying these lenses, potential factors are listed and linked to methodologies that could prove or disprove their importance. These methodologies involve quantitative and qualitative investigations to create a deeper picture of how potential players approach serious games. The article concludes with open questions to investigators and industry professionals generated from this process.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-06
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dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/3308
https://doi.org/10.17645/mac.v9i1.3308
https://www.cogitatiopress.com/mediaandcommunication/article/view/3308/3308
dc.rights.driver.fl_str_mv Copyright (c) 2021 Ruud S. Jacobs
http://creativecommons.org/licenses/by/4.0
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rights_invalid_str_mv Copyright (c) 2021 Ruud S. Jacobs
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Cogitatio
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dc.source.none.fl_str_mv Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 28-38
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