Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games
Autor(a) principal: | |
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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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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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v9i1.3308 oai:ojs.cogitatiopress.com:article/3308 |
url |
https://doi.org/10.17645/mac.v9i1.3308 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/3308 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
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 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2021 Ruud S. Jacobs http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 28-38 2183-2439 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
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1799130659440033792 |