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Open Access
5. Creating Stealth Game Interventions for Attitude and Behavior Change : An ‘Embedded Design’ Model
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Geoff Kaufman
Geoff KaufmanSearch for this author in:Mary FlanaganSearch for this author in:Max SeidmanSearch for this author in:
Chapters in this book
- Frontmatter 1
- Table of Contents 5
- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction 7
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Part I. The Study of Persuasion Through Digital Games
- Introduction to Part I 27
- 2. Persuasive Games, A Decade Later 29
- 3. Playing an Automated World 41
- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes 57
- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An ‘Embedded Design’ Model 73
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Part II. Designing Persuasive Games
- Introduction to Part II 93
- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game 95
- 7. Macro, Micro, and Meta-Persuasive Play to Change Society 119
- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction 139
- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality 163
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Part III. Assessing the Effectiveness of Persuasive Games
- Introduction to Part III 183
- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects 185
- 11. Designing for Transfer 201
- 12. Striving ‘Against All Odds’ to Reduce Prejudice toward Immigrants and Refugees 219
- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games 239
- Index 259
Readers are also interested in:
Chapters in this book
- Frontmatter 1
- Table of Contents 5
- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction 7
-
Part I. The Study of Persuasion Through Digital Games
- Introduction to Part I 27
- 2. Persuasive Games, A Decade Later 29
- 3. Playing an Automated World 41
- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes 57
- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An ‘Embedded Design’ Model 73
-
Part II. Designing Persuasive Games
- Introduction to Part II 93
- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game 95
- 7. Macro, Micro, and Meta-Persuasive Play to Change Society 119
- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction 139
- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality 163
-
Part III. Assessing the Effectiveness of Persuasive Games
- Introduction to Part III 183
- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects 185
- 11. Designing for Transfer 201
- 12. Striving ‘Against All Odds’ to Reduce Prejudice toward Immigrants and Refugees 219
- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games 239
- Index 259