2021
DOI: 10.1080/1062726x.2022.2043154
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Serious Games as Strategic Communication Tools: An Analytic Framework for the Study of Digital Games in Public Relations Research

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Cited by 3 publications
(12 citation statements)
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“…The focus on purposeful design to achieve various "serious" goals is pertinent to the concept. Historically, the majority of serious games have had an educational focus, but beginning in the early 2000s, serious game foci and the industries involved in their use have expanded greatly (Djaouti, et al, 2011;Fisher, 2021Fisher, , 2022Sawyer & Smith, 2008). Zyda's (2005, p. 26) definition more clearly captures this expansion, describing serious games as those designed to "further government or corporate training, education, health, public policy, and strategic communication objectives [emphasis added].…”
Section: Serious and Strategic Communication Gamesmentioning
confidence: 99%
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“…The focus on purposeful design to achieve various "serious" goals is pertinent to the concept. Historically, the majority of serious games have had an educational focus, but beginning in the early 2000s, serious game foci and the industries involved in their use have expanded greatly (Djaouti, et al, 2011;Fisher, 2021Fisher, , 2022Sawyer & Smith, 2008). Zyda's (2005, p. 26) definition more clearly captures this expansion, describing serious games as those designed to "further government or corporate training, education, health, public policy, and strategic communication objectives [emphasis added].…”
Section: Serious and Strategic Communication Gamesmentioning
confidence: 99%
“…Importantly, Bogost's (2007) focus, like much of the research in this area (Fisher, 2022), is at the level of the game: he is concerned with how persuasive games produce arguments through procedural rhetorics, or, to oversimply, the rules of the game. De la Hera (2019) also uses the term persuasive games in her analysis of games designed for advertising purposes.…”
Section: Serious and Strategic Communication Gamesmentioning
confidence: 99%
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