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  • Persuasive Gaming in Context

    Persuasive Gaming in Context by La Hera, Teresa de; Jansz, Jeroen; Raessens, Joost;

    Series: Games and Play;

      • GET 20% OFF

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      • Publisher's listprice GBP 42.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        20 538 Ft (19 560 Ft + 5% VAT)
      • Discount 20% (cc. 4 108 Ft off)
      • Discounted price 16 430 Ft (15 648 Ft + 5% VAT)

    20 538 Ft

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    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 1 December 2025

    • ISBN 9781041184102
    • Binding Paperback
    • No. of pages264 pages
    • Size 234x156 mm
    • Language English
    • 700

    Categories

    Short description:

    In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.

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    Long description:

    The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.

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    Table of Contents:

    1. Persuasive Gaming. From Theory-Based Design to Validation and Back. An Introduction, PART I. THE STUDY OF PERSUASION THROUGH DIGITAL GAMES, PART II. DESIGNING PERSUASIVE GAMES, PART III. ASSESSING THE EFFECTIVENESS OF PERSUASIVE GAMES, Index

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