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Delightful Identification & Persuasion: Towards an Analytical and Applied Rhetoric of Digital Games (2003)

by S P Walz
Venue:University of Utrecht
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Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists

by Steffen P. Walz
"... REXplorer is a pervasive game service launching in June 2007. The game aims at persuading on site tourists to explore and enjoy the history of the UNESCO world heritage city core of Regensburg, Germany. In the game, historical and mythological spirits are stationed at touristic points of interest th ..."
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REXplorer is a pervasive game service launching in June 2007. The game aims at persuading on site tourists to explore and enjoy the history of the UNESCO world heritage city core of Regensburg, Germany. In the game, historical and mythological spirits are stationed at touristic points of interest throughout the mostly Gothic and Romanesque city core of Regensburg. Players rent a special “paranormal activity detector ”- a device composed of a mobile phone and a GPS receiver in a custom designed shell- at Regensburg’s tourist information. Players interact with the location-based and site-specific spirits by performing a gesture, i.e. by waving the wandlike detector through the air in a specified fashion, thus “casting a spell”. Situated gestures allow players to evoke and communicate with spirits to receive and resolve quests. With their detector, players can also take pictures, which appear on each player’s individually generated souvenir, a weblog. The weblog also maps a player’s route, describes spirits a player has encountered, and lists books and deepening URLs for each character and site. In this paper, we focus on the rhetorical approach behind REXplorer, and discuss exemplary formal and dramaturgical persuasive design tactics. These tactics, we believe, can not only help to make “serious ” activities such as city exploration and history learning fun and sustainable, but also influence player behavior during pervasively computed and situated gameplay. Author Keywords Pervasive game design, game rhetoric, persuasive
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...uter, console, or computer enhanced board game situations, but also when on the move; it has been argued that, by their nature, digital games already have implicit rhetorical and persuasive qualities =-=[23]-=-. Explicitly, and with a persuasive strategy in the service of goals beyond mere entertainment, the field of “serious games” [20, 19] tries to leverage these qualities to inspire, educate, and train t...

Feeling Strangely Fine: The Well-Being Economy in Popular Games

by Rilla Khaled, James Noble, Robert Biddle
"... Abstract. There is a growing interest in persuasive games designed to positively influence players ’ well-being in areas such as physical and mental health, particularly in terms of education. Designing such “wellbeing games ” is challenging because games themselves have not been sufficiently examin ..."
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Abstract. There is a growing interest in persuasive games designed to positively influence players ’ well-being in areas such as physical and mental health, particularly in terms of education. Designing such “wellbeing games ” is challenging because games themselves have not been sufficiently examined from this perspective. Examining the ways popular games convey messages persuasively is an important step in understanding design in this area. By studying the popular domain we can derive considerations for the design of games targeted at promoting human well-being. 1
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...l debate, such as the uproar over the “hot coffee” sexual content uncovered in Grand Theft Auto: San Andreas [7]. Research relating to persuasion in computer games includes analyses based on rhetoric =-=[8]-=- and ideology [9] as well as discussion of behaviourism in gameplay [10]. Attempts to use computer games in education have been around for some time, such as Thomas Malone’s heuristics for motivationa...

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by Rafael Ballagas, Steffen P. Walz
"... REXplorer: Using player-centered iterative design techniques for pervasive game development ..."
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REXplorer: Using player-centered iterative design techniques for pervasive game development
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... to being an educational experience, the game design of REXplorer is, intentionally, attempting to persuade players to move between city sites by using the concept of applying rhetoric to game design =-=[20]-=-. In particular, players are presented with audio drama based cliffhanger puzzles spoken by site specific characters. By the way of these audio cliffhangers, characters offer quests to the player, whi...

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by An Audience-centered Approach, Kyle D. Richards, Donn Parson Ph. D, Diana Carlin Ph. D, David J. Cook , 2010
"... ii ..."
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