Persuasive Games: The Expressive Power of Videogames
By Ian Bogost. 2007
1,906 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/9b82b48af2e688a228695e43e64b5c4ae249618f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Harri Oinas-Kukkonen
- Jessica Müller-Stewens
- Andreas Herrmann
- Thomas Hainey
- Dimitrios Buhalis
- Juho Hamari
- Ralf Terlutter
- Tobias Schlager
In Sociology and Political Science
- Juho Hamari
- Ralf Terlutter
- Kai Huotari
- Michelle R. Nelson
- Martin Waiguny
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
Citations in the corpus
- Defining gamification: a service marketing perspective (2012, background): “A Service Marketing Perspective Kai Huotari School of Information, UC Berkeley California, USA Hanken School of Economics, Finland Helsinki Institute for Information Technology HIIT, Aalto University PO Box 19215, 00076 Aalto, Finland +358 50 384 1557 kai.huotari@hiit.fi ABSTRACT During recent…”
- A foundation for the study of behavior change support systems (2012, background): “Fogg’s seminal book [36] was the first conceptualization suggested for software designers, stating that information technology may play the role of a tool, a medium, or a social actor for its users, whereas Bogost [37] proposed an approach to developing persuasive games.”
- The role of psychology in understanding the impact of computer games (2011, neutral): “Bogost [36] also de-”
- Mobile Commerce: Technologies (2001, neutral): “Figure 2 presents the user interactions with the data & infrastructure access security layer.”
- Gamification and Serious Games for Personalized Health (2012, background): “In his book Persuasive Games [25] Ian Bogost discusses the role of games as ways of conveying ideas, the rhetoric framework that alters the user’s interpretation of the activity.”
- The Gaming of Policy and the Politics of Gaming: A Review (2009, background): “This is most clear in persuasive games: computer games, like SEPTEMBER 11 or AIRPORT (IN)SECURITY, or AMERICA’S ARMY, with a subjective political message designed to stimulate critical thinking and discussion (Bogost, 2007; Davis et al., 2003).”
- Visualization Rhetoric: Framing Effects in Narrative Visualization (2011, background): “The term rhetoric has a complex history, but has come to be associated with persuasion as a result of the implicit motivation of the speaker to gain other adherents to a preconceived view or conclusion [7].”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “There has also been interest in Serious Games (Sawyer & Smith, 2008) and persuasive games (Bogost, 2007) which have been used to change behaviours and attitudes more broadly in the areas of health, public policy and advertising as well as education and training.”
- Serious games and the gamification of tourism (2017, background): “Persuasive computing technology has become popular in our daily lives (Bogost, 2007; Shuib, Shamshirband & Ismail, 2015).”
- Gamified Information Presentation and Consumer Adoption of Product Innovations (2017, methodology): “For instance, Nike used a basketball video game calledNike Shox to convey information about its new “Shox” line of athletic shoes (Bogost 2007).”
- Entertainment matters! The relationship between challenge and persuasiveness of an advergame for children (2012, background): “advertisers want children to learn about the product and company (Bogost 2007), and as”