Abstract
Games for Change are digital games that purport to change people’s opinions, attitudes, or behaviors around specific issues. While thousands of games have been created, there is little evidence that such games do persuade or contribute to behavior change. To address this problem, address the research question: How do elements of the different models of persuasion and behavior change manifest within Games for Change? We identify and focus on three models: Information Deficit, Procedural Rhetoric, and a new model called Emergent Dialogue. To answer this question, we had to determine what “clues” there were in games that we could use to identify each model of persuasion. Using a collaborative version of a Close Reading methodology we analyzed ten Games for Change about sustainability. Based on our results we propose six categories of design markers. Each marker can be used to identify or implement specific design elements associated with a particular model of persuasion. In this chapter, we describe our methodology, present six categories of design markers, and describe the specific strategies for each marker associated with each of the three models of persuasion. We illustrate each model and its design markers through canonical examples including a new game called Youtopia that we have created to encode the Emergent Dialogue model into a digital game. We conclude with proposed guidelines for game design of Games for Change.
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Acknowledgments
We gratefully acknowledge funding and support from GRAND NCE, PICS, NSERC, and SSHRC and the insightful comments from the reviewers.
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Antle, A.N., Tanenbaum, T.J., Macaranas, A., Robinson, J. (2014). Games for Change: Looking at Models of Persuasion Through the Lens of Design. In: Nijholt, A. (eds) Playful User Interfaces. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-96-2_8
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DOI: https://doi.org/10.1007/978-981-4560-96-2_8
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