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

机译:数字游戏的有说服力的角色:癌症游戏的情况

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摘要

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.
机译:对角色的计算机技术发挥,为用户为出发点,用行为科学家BJ福格的概念框架,本文认为,通过数字游戏,劝说可以从三个不同的角度来接洽:数字游戏媒体的劝说下,数字游戏,工具,说服和数字游戏作为说服社会行动者。在这篇文章中,我用五年的癌症游戏案例来说明这三种不同角色的说服力如何可以用来完成不同说服力的目标。在这方面,我将解释如何每一个有说服力的角色数字游戏可以在劝说的过程中发挥的可用于癌症患者支持面临三个不同的挑战:(1)缺乏对治疗或疾病本身的信息,(2)缺乏动力来启动或继续治疗,并在治疗或疾病应对(3)困难。这些游戏的分析是理论性和做是为了说明我的论点。在这篇文章中提出的分类可以被用来作为的有说服力的游戏战略研究的分析方法。

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