TY - CHAP
T1 - The Context Dependency of Four Persuasive Game Design Principles
AU - Erdbrink, Annebeth
AU - Kortmann, Rens
AU - Verbraeck, Alexander
N1 - Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
PY - 2019
Y1 - 2019
N2 - This paper explores the context dependency of four popular persuasive game design principles in order to improve their effective implementation. To prevent the use of badly chosen design principles that can be counterproductive, other authors showed the importance of tailoring persuasive game design principles to various gamer personalities. In this paper we aim to further theoretically explore the context dependency of four popular principles. With the elaboration likelihood model as a framework, we present examples of different scenarios that describe how these four persuasive game design principles can either enhance or reduce the motivation and/or ability of the player to elaborate on the persuasive message of the game. Although we emphasize the theoretical nature of this paper, it may form a starting point for experimental research on persuasive game design principles. Results from this future research will ultimately contribute to the overall effectiveness of persuasive games, whose application is valuable within an active learning context.
AB - This paper explores the context dependency of four popular persuasive game design principles in order to improve their effective implementation. To prevent the use of badly chosen design principles that can be counterproductive, other authors showed the importance of tailoring persuasive game design principles to various gamer personalities. In this paper we aim to further theoretically explore the context dependency of four popular principles. With the elaboration likelihood model as a framework, we present examples of different scenarios that describe how these four persuasive game design principles can either enhance or reduce the motivation and/or ability of the player to elaborate on the persuasive message of the game. Although we emphasize the theoretical nature of this paper, it may form a starting point for experimental research on persuasive game design principles. Results from this future research will ultimately contribute to the overall effectiveness of persuasive games, whose application is valuable within an active learning context.
UR - https://www.scopus.com/pages/publications/105036683446
U2 - 10.1007/978-981-13-8039-6_43
DO - 10.1007/978-981-13-8039-6_43
M3 - Chapter
SN - 978-981-13-8038-9
T3 - Translational Systems Sciences
SP - 453
EP - 461
BT - Neo-Simulation and Gaming Toward Active Learning
PB - Springer
CY - Singapore
ER -