Emergently-Persuasive Games: How Players of SF0 Persuade Themselves

Neil Dansey (University of Portsmouth, UK)
Copyright: © 2014 |Pages: 192
EISBN13: 9781466673502|DOI: 10.4018/978-1-4666-6206-3.ch009
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This case identifies and exemplifies a potential subset of persuasive games, called emergently persuasive games. These are games that focus more on unspecified, player-led persuasion as opposed to persuasion based on specific, designer-led outcomes. The game described in this case is SF0, and its players have been observed to have become more outgoing, creative, and wise, despite only an incidental, general level of pre-designed persuasion being advertised. It is demonstrated that the ambiguous rules of the game allow the players to customise the gameplay based on their everyday needs, and therefore decide for themselves whether and how they want to be persuaded. These creative interpretations of the rules are actively encouraged, rather than being discouraged as they would be in other games. The ongoing player-discussion of conflicting interpretations facilitates a very effective constructivist environment for self-improvement and understanding. Data was analysed from 24 players of SF0, and a Grounded Theory was generated both to explain the general observations of the player data and to identify the diverse ways in which real-world benefit has arisen.
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