2018
DOI: 10.17083/ijsg.v5i1.159
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A cookbook method for Persuasive Game Design

Abstract: Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided fro… Show more

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Cited by 31 publications
(43 citation statements)
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References 40 publications
(52 reference statements)
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“…There are many different approaches for serious game design. Very often, these serious games design methods suggests guidelines and techniques, but lack practical demonstrations [29].…”
Section: Serious Game Designmentioning
confidence: 99%
“…There are many different approaches for serious game design. Very often, these serious games design methods suggests guidelines and techniques, but lack practical demonstrations [29].…”
Section: Serious Game Designmentioning
confidence: 99%
“…Serious games have attracted significant academic interest, in terms of their design [1]- [3], implementation [4], evaluation [5]- [10], and even from a business perspective [11]. The focus of this paper is on serious games for heritage (SGsH) [12], [13], of which many examples can be found throughout the literature, for both design [14]- [18] and evaluation [19], [20].…”
Section: Serious Games and Virtual Environments For Heritagementioning
confidence: 99%
“…In persuasive game design practice, the choice for a motivating game element is not made at the start of a project. Following our Persuasive Game Design (PGD) method [40], gamification projects start by specifying the real world goal of a persuasive game, i.e., the "transfer effect", followed by investigating the "user context". The information gathered in these two stages is used in the next stage, the gamification design, which includes choosing and designing game elements for the game.…”
Section: Rewards In Persuasive Game Design: Implicationsmentioning
confidence: 99%
“…Next to transfer type, a transfer effect is specified by its change type (initiating, altering, diminishing, or reinforcing a behavior) and its point of impact (i.e., when one expects the transfer effect to occur-during gameplay (e.g., exergames), directly after gameplay (learning games), or a long time after gameplay (lifestyle change)) [40]. The expected point of impact of a transfer effect will influence design decisions regarding rewards.…”
Section: Rewards In Persuasive Game Design: Implicationsmentioning
confidence: 99%
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