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[journal article]

dc.contributor.authorde la Hera Conde-Pumpido, Teresade
dc.date.accessioned2018-07-03T12:49:21Z
dc.date.available2018-07-03T12:49:21Z
dc.date.issued2018de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/57803
dc.description.abstractUsing behavioral scientist B. J. Fogg's conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. In this respect, I explain how each of these persuasive roles digital games can play in the process of persuasion can serve to support cancer patients to face three different challenges: (1) lack of information about the treatment or the disease itself, (2) lack of motivation to start or continue with the treatment, and (3) difficulties in coping with the treatment or the disease. The analysis of these games is theoretical in nature and is done to illustrate my arguments. The categorization proposed in this article can be used as an analytical approach for the study of persuasive gaming strategies.en
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcSoziologie, Anthropologiede
dc.subject.ddcSociology & anthropologyen
dc.subject.otherErnsthaftigkeit; Überzeugungde
dc.titleThe persuasive roles of digital games: the case of cancer gamesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/1336de
dc.source.journalMedia and Communication
dc.source.volume6de
dc.publisher.countryMISC
dc.source.issue2de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozMedizinsoziologiede
dc.subject.classozMedical Sociologyen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozTechnologiede
dc.subject.thesoztechnologyen
dc.subject.thesozDigitalisierungde
dc.subject.thesozdigitalizationen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozInformationde
dc.subject.thesozinformationen
dc.subject.thesozPatientde
dc.subject.thesozpatienten
dc.subject.thesozKrankheitde
dc.subject.thesozillnessen
dc.subject.thesozKrebsde
dc.subject.thesozcanceren
dc.identifier.urnurn:nbn:de:0168-ssoar-57803-7
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10045837
internal.identifier.thesoz10035297
internal.identifier.thesoz10063943
internal.identifier.thesoz10058702
internal.identifier.thesoz10036968
internal.identifier.thesoz10049928
internal.identifier.thesoz10035075
internal.identifier.thesoz10049933
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo103-111de
internal.identifier.classoz1080404
internal.identifier.classoz10215
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc301
dc.source.issuetopicGames matter?: current theories and studies on digital gamesde
dc.identifier.doihttps://doi.org/10.17645/mac.v6i2.1336de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/1336
internal.check.abstractlanguageharmonizerCERTAIN
internal.check.languageharmonizerCERTAIN_RETAINED


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