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Cases on the Societal Effects of Persuasive Games

Book Description

Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  6. Foreword
    1. REFERENCES
  7. Preface
    1. THE CHALLENGE
    2. ORGANIZATION OF THE BOOK
    3. REFERENCES
  8. Acknowledgment
  9. Chapter 1: Football Manager as a Persuasive Game for Social Identity Formation
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  10. Chapter 2: Equality Game, Anxiety Attack, and Misfortune
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. SOLUTIONS AND RECOMMENDATIONS
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
  11. Chapter 3: Games for Top Civil Servants
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE (500 WOORDEN) 647
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS (500 WOORDEN)
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  12. Chapter 4: Six Factors That Determine the Conceptualization of Persuasive Strategies for Advergames
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. ANALYSIS AND RESULTS
    6. SOLUTIONS AND RECOMMENDATIONS
    7. CONCLUSION
    8. REFERENCES
    9. ADDITIONAL READING
    10. KEY TERMS AND DEFINITIONS
    11. ENDNOTES
  13. Chapter 5: Game-Based Learning as a Promoter for Positive Health Behaviours in Young People
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  14. Chapter 6: The Travelling Rose
    1. EXECUTIVE SUMMARY
    2. THE TRAVELLING ROSE PROJECT
    3. SETTING THE STAGE
    4. THE TRAVELLING ROSE: USER STUDY, CONCEPT TESTING, PROTOTYPE
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  15. Chapter 7: Power Explorer
    1. EXECUTIVE SUMMARY
    2. VALUES EDUCATION IN GAMES FOR CHANGE
    3. CASE DESCRIPTION
    4. THEORETICAL MODEL
    5. ANALYSIS OF THE CASE
    6. CONCLUSION
    7. RECOMMENDATIONS
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
    11. ENDNOTES
  16. Chapter 8: Rhetoric of Game
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. GAME THEORY
    4. SETTING THE STAGE: THE TAVISTOCK METHOD
    5. THE POLITICS OF ORGANIZATIONS
    6. ORGANIZATIONAL POLITICS (OP)
    7. TAVISTOCK METHOD: CASE STUDY OF A GAME
    8. SOLUTIONS AND CHALLENGES
    9. REFERENCES
    10. ADDITIONAL READING
    11. KEY TERMS AND DEFINITIONS
    12. ENDNOTES
  17. Chapter 9: Emergently-Persuasive Games
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES AND RECOMMENDATIONS
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
    8. ENDNOTES
  18. Chapter 10: Communicating the Obvious
    1. EXECUTIVE SUMMARY
    2. 1. BACKGROUND
    3. 2. SETTING THE STAGE
    4. 3. CASE DESCRIPTION
    5. 4. FIELDWORK AND DATA COLLECTION OF AAPW
    6. 5. LEARNING THEORIES AND FRAMEWORKS
    7. 6. LEARNING THEORY
    8. 7. DATA ANALYSIS AND OPERATIONALIZATION OF THE THEORY
    9. 8. RESULTS
    10. 9. CURRENT CHALLENGES
    11. 10. SOLUTIONS AND RECOMMENDATIONS
    12. REFERENCES
  19. Chapter 11: The ASPIRE Program
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION: THE ASPIRE LABS
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  20. Chapter 12: A Hostile World
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  21. Chapter 13: Strategies and Tactics in Digital Role-Playing Games
    1. EXECUTIVE SUMMARY
    2. BACKGROUND
    3. SETTING THE STAGE
    4. CASE DESCRIPTION
    5. CURRENT CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. ENDNOTES
  22. Related References
  23. Compilation of References
  24. About the Contributors