Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games
Keywords:
persuasive games, presence, heuristic cues, heuristic-systematic modelAbstract
Just as rhetorical arguments can be embedded within the structure of a game's logic, so too can heuristic cues. In this paper, I argue for persuasive game design based upon using the technological affordances of videogames as a medium to trigger specific heuristic cues, thereby allowing game designers to create games that are able to evoke the necessary amount of systematic cognitive processing to promote long-term attitude change among players of the game. This approach is based upon the Heuristic- Systematic Model (HSM) of cognition, as well as the MAIN (Modality, Agency, Interactivity, and Navigability) model of technological effects.Downloads
Published
2014-01-01
Bibtex
@Conference{digra633, title ="Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games", year = "2014", author = "Christiansen, Peter", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/633}", booktitle = "Proceedings of DiGRA 2014 Conference"}
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Papers
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