Abstract | ||
---|---|---|
Interest in designing games to convey persuasive messages concerning human well-being is growing, but presents a number of challenges. A significant problem comes in connecting the gameplay with the persuasive intent. We show how the gameplay structure of "avatar development" in popular-role playing games can be applied to the design of persuasive well-being games. |
Year | DOI | Venue |
---|---|---|
2006 | 10.1007/11755494_13 | PERSUASIVE |
Keywords | Field | DocType |
role-playing game,gameplay structure,persuasive intent,development cycle,significant problem,popular-role playing game,human well-being,persuasive well-being game,avatar development,persuasive message | Persuasive technology,Persuasion,Game mechanics,Emergent gameplay,Video game design,Computer science,Turns, rounds and time-keeping systems in games,Game design,Human–computer interaction,Avatar | Conference |
Volume | ISSN | ISBN |
3962 | 0302-9743 | 3-540-34291-5 |
Citations | PageRank | References |
1 | 0.35 | 4 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Pippin Barr | 1 | 222 | 21.98 |
Rilla Khaled | 2 | 1096 | 81.72 |
James Noble | 3 | 1683 | 163.52 |
Robert Biddle | 4 | 431 | 26.80 |