The Persuasive Roles of Digital Games: The Case of Cancer Games

Detalhes bibliográficos
Autor(a) principal: de la Hera Conde-Pumpido, Teresa
Data de Publicação: 2018
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.v6i2.1336
Resumo: Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.
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spelling The Persuasive Roles of Digital Games: The Case of Cancer Gamescancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical modelUsing behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.Cogitatio2018-06-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v6i2.1336oai:ojs.cogitatiopress.com:article/1336Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 103-1112183-2439reponame: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/1336https://doi.org/10.17645/mac.v6i2.1336https://www.cogitatiopress.com/mediaandcommunication/article/view/1336/1336Copyright (c) 2018 Teresa de la Hera Conde-Pumpidohttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessde la Hera Conde-Pumpido, Teresa2022-12-20T10:59:20Zoai:ojs.cogitatiopress.com:article/1336Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:17.420226Repositório 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 The Persuasive Roles of Digital Games: The Case of Cancer Games
title The Persuasive Roles of Digital Games: The Case of Cancer Games
spellingShingle The Persuasive Roles of Digital Games: The Case of Cancer Games
de la Hera Conde-Pumpido, Teresa
cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
title_short The Persuasive Roles of Digital Games: The Case of Cancer Games
title_full The Persuasive Roles of Digital Games: The Case of Cancer Games
title_fullStr The Persuasive Roles of Digital Games: The Case of Cancer Games
title_full_unstemmed The Persuasive Roles of Digital Games: The Case of Cancer Games
title_sort The Persuasive Roles of Digital Games: The Case of Cancer Games
author de la Hera Conde-Pumpido, Teresa
author_facet de la Hera Conde-Pumpido, Teresa
author_role author
dc.contributor.author.fl_str_mv de la Hera Conde-Pumpido, Teresa
dc.subject.por.fl_str_mv cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
topic cancer games; persuasion; persuasive games; persuasive technology; serious games; theoretical model
description Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.
publishDate 2018
dc.date.none.fl_str_mv 2018-06-07
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https://doi.org/10.17645/mac.v6i2.1336
https://www.cogitatiopress.com/mediaandcommunication/article/view/1336/1336
dc.rights.driver.fl_str_mv Copyright (c) 2018 Teresa de la Hera Conde-Pumpido
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rights_invalid_str_mv Copyright (c) 2018 Teresa de la Hera Conde-Pumpido
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dc.publisher.none.fl_str_mv Cogitatio
publisher.none.fl_str_mv Cogitatio
dc.source.none.fl_str_mv Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 103-111
2183-2439
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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