The Context Dependency of Two Popular Persuasive Game Design Principles

Conference Paper (2019)
Author(s)

A.E. Erdbrink (TU Delft - Policy Analysis)

R. Kortmann (TU Delft - Policy Analysis)

A Verbraeck (TU Delft - Policy Analysis)

Research Group
Policy Analysis
Copyright
© 2019 A.E. Erdbrink, Rens Kortmann, A. Verbraeck
DOI related publication
https://doi.org/10.1007/978-981-13-8039-6_43
More Info
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Publication Year
2019
Language
English
Copyright
© 2019 A.E. Erdbrink, Rens Kortmann, A. Verbraeck
Research Group
Policy Analysis
Bibliographical Note
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.@en
Pages (from-to)
453-461
ISBN (print)
978-981-13-8038-9
ISBN (electronic)
978-981-13-8039-6
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

This paper explores the context dependency of two popular persuasive game design principles in order to improve their effective implementation. Because of limited guidelines the choice and suitability of a persuasive game design principle is often based on a designer’s own intuition. To prevent the use of badly chosen design principles that can be counterproductive, other authors showed the importance of tailoring the persuasive game design principles to various gamer personalities. In this paper we aim to further explore the context dependency of persuasive game design principles and suggest how designers can take this into account when selecting and implementing these principles. Noticing the underexposed role of attitudes concerning persuasion through technology (including persuasive game design principles) we chose the Elaboration Likelihood Model as a framework for our exploration. Findings show different scenarios that describe how both 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 theoretical and explorative, this paper may form a starting point for further experimental research on the context dependency of persuasive game design principles in order to improve their effective implementation.

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