Thanks to the maturation of the Internet as a game distribution platform and the development of a new generation of low-cost, easy-to-use game development tools, videogames are being used increasingly often for serious goals such as raising awareness, changing attitudes and motivating behavioural change. But little empirical research has been done as to the effectiveness of these persuasive videogames. The videogame Homeless: It's No Game was developed to determine whether people could be persuaded to become more sympathetic to the plight of the homeless by playing the role of a homeless woman in a videogame and whether this persuasive effect could be measured. The results of the research were promising, and indicated that persuasive games can have an effect, especially if participants considered the game to be realistic.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Thanks to the maturation of the Internet as a game distribution platform and the development of a new generation of low-cost, easy-to-use game development tools, videogames are being used increasingly often for serious goals such as raising awareness, changing attitudes and motivating behavioural change. But little empirical research has been done as to the effectiveness of these persuasive videogames. The videogame Homeless: It's No Game was developed to determine whether people could be persuaded to become more sympathetic to the plight of the homeless by playing the role of a homeless woman in a videogame and whether this persuasive effect could be measured. The results of the research were promising, and indicated that persuasive games can have an effect, especially if participants considered the game to be realistic.
T.J. Lavender is a PhD candidate at Simon Fraser University in British Columbia, Canada. He is also a Vancouver-based game researcher and consultant, specializing in social advocacy games for mobile platforms.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Thanks to the maturation of the Internet as a game distribution platform and the development of a new generation of low-cost, easy-to-use game development tools, videogames are being used increasingly often for serious goals such as raising awareness, changing attitudes and motivating behavioural change. But little empirical research has been done as to the effectiveness of these persuasive videogames. The videogame Homeless: It's No Game was developed to determine whether people could be persuaded to become more sympathetic to the plight of the homeless by playing the role of a homeless woman in a videogame and whether this persuasive effect could be measured. The results of the research were promising, and indicated that persuasive games can have an effect, especially if participants considered the game to be realistic. 172 pp. Englisch. N° de réf. du vendeur 9783838385808
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Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Lavender T.J.T.J. Lavender is a PhD candidate at Simon Fraser University in British Columbia, Canada. He is also a Vancouver-based game researcher and consultant, specializing in social advocacy games for mobile platforms.Thanks . N° de réf. du vendeur 5418830
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Taschenbuch. Etat : Neu. Under the Influence? Measuring the Effectiveness of Persuasive Games | The Case of "Homeless: It''s No Game" | T. J. Lavender | Taschenbuch | 172 S. | Englisch | 2010 | LAP LAMBERT Academic Publishing | EAN 9783838385808 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu. N° de réf. du vendeur 107464886
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Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -Thanks to the maturation of the Internet as a game distribution platform and the development of a new generation of low-cost, easy-to-use game development tools, videogames are being used increasingly often for serious goals such as raising awareness, changing attitudes and motivating behavioural change. But little empirical research has been done as to the effectiveness of these persuasive videogames. The videogame Homeless: It''s No Game was developed to determine whether people could be persuaded to become more sympathetic to the plight of the homeless by playing the role of a homeless woman in a videogame and whether this persuasive effect could be measured. The results of the research were promising, and indicated that persuasive games can have an effect, especially if participants considered the game to be realistic.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 172 pp. Englisch. N° de réf. du vendeur 9783838385808
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