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Persuasive video games
Persuasive video games are a subgenre of serious games designed to influence players’ attitudes, beliefs, or behaviors. These games aim to deliver intentional messages through gameplay mechanics and interactivity, often addressing social, political, educational, or health-related issues. Unlike games made purely for entertainment, persuasive games use gameplay to present arguments, challenge perceptions, and inspire critical reflection.
The concept was developed by Ian Bogost in his 2007 book, Persuasive Games: The Expressive Power of Videogames, where he introduced the idea of procedural rhetoric—a persuasive method based on the processes and rules embedded in a game's design, rather than through linear storytelling or audiovisual cues.
In the 1980s and 1990s, games like Oregon Trail and SimCity were used in classrooms to teach history and systems thinking. These games subtly introduced players to ideological assumptions about simulation and resource management.
Persuasive games leverage interactive systems to simulate real-world processes and arguments. They differ from traditional media by requiring players to act within rule-bound environments, often experiencing consequences that provoke reflection or empathy.
Design techniques include:
Designers must balance persuasion with player agency. If a game feels too overtly manipulative or limits meaningful choice, players may resist its message. Conversely, games that offer too much freedom may dilute their persuasive impact.[citation needed]
Persuasive games face several criticisms:
Some researchers, including Lee, Abdollahi, and Agur (2022), propose that persuasive impact is shaped by levels of involvement and immersion. This means the more emotionally and cognitively engaged a player is, the more likely they are to internalize the game’s message.
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Persuasive video games AI simulator
(@Persuasive video games_simulator)
Persuasive video games
Persuasive video games are a subgenre of serious games designed to influence players’ attitudes, beliefs, or behaviors. These games aim to deliver intentional messages through gameplay mechanics and interactivity, often addressing social, political, educational, or health-related issues. Unlike games made purely for entertainment, persuasive games use gameplay to present arguments, challenge perceptions, and inspire critical reflection.
The concept was developed by Ian Bogost in his 2007 book, Persuasive Games: The Expressive Power of Videogames, where he introduced the idea of procedural rhetoric—a persuasive method based on the processes and rules embedded in a game's design, rather than through linear storytelling or audiovisual cues.
In the 1980s and 1990s, games like Oregon Trail and SimCity were used in classrooms to teach history and systems thinking. These games subtly introduced players to ideological assumptions about simulation and resource management.
Persuasive games leverage interactive systems to simulate real-world processes and arguments. They differ from traditional media by requiring players to act within rule-bound environments, often experiencing consequences that provoke reflection or empathy.
Design techniques include:
Designers must balance persuasion with player agency. If a game feels too overtly manipulative or limits meaningful choice, players may resist its message. Conversely, games that offer too much freedom may dilute their persuasive impact.[citation needed]
Persuasive games face several criticisms:
Some researchers, including Lee, Abdollahi, and Agur (2022), propose that persuasive impact is shaped by levels of involvement and immersion. This means the more emotionally and cognitively engaged a player is, the more likely they are to internalize the game’s message.