The Persuasive Language of Action: Interaction in the Digital Age

The Persuasive Language of Action: Interaction in the Digital Age

Martin van Velsen
Copyright: © 2015 |Pages: 17
ISBN13: 9781466682009|ISBN10: 1466682000|EISBN13: 9781466682016
DOI: 10.4018/978-1-4666-8200-9.ch093
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MLA

van Velsen, Martin. "The Persuasive Language of Action: Interaction in the Digital Age." Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2015, pp. 1848-1864. https://doi.org/10.4018/978-1-4666-8200-9.ch093

APA

van Velsen, M. (2015). The Persuasive Language of Action: Interaction in the Digital Age. In I. Management Association (Ed.), Gamification: Concepts, Methodologies, Tools, and Applications (pp. 1848-1864). IGI Global. https://doi.org/10.4018/978-1-4666-8200-9.ch093

Chicago

van Velsen, Martin. "The Persuasive Language of Action: Interaction in the Digital Age." In Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 1848-1864. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-8200-9.ch093

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Abstract

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.

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