The Persuasive Roles of Digital Games: The Case of Cancer Games
Autor(a) principal: | |
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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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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 |
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.v6i2.1336 oai:ojs.cogitatiopress.com:article/1336 |
url |
https://doi.org/10.17645/mac.v6i2.1336 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/1336 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/1336 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 http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Teresa de la Hera Conde-Pumpido 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 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) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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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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1799130659572154368 |