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[journal article]

dc.contributor.authorJacobs, Ruud S.de
dc.date.accessioned2021-07-21T13:07:15Z
dc.date.available2021-07-21T13:07:15Z
dc.date.issued2021de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/74001
dc.description.abstractSerious games are designed to educate, train, or persuade their players on specific topics and issues. While a lot of studies have sought to prove the effects of these games, the overall image and legitimization of serious games has not benefited fully from these efforts. Indicating that the issue stems from the difference between the captive audience exposed to games in effects studies and the contexts in which people come to play serious games in everyday life, the current article sketches out the research that needs to be performed before this gap can be filled. Three theoretical perspectives are offered, in turn looking at serious games as forms of (promotional) communication, personal media experiences, and technological innovations. This analysis results in insights relating to (among others), how the identity of serious games might hinder their diffusion, how expected gratifications could fail to match the intentions of these games, and what could cause someone to ‘adopt’ a serious game. Based on the insights gained by applying these lenses, potential factors are listed and linked to methodologies that could prove or disprove their importance. These methodologies involve quantitative and qualitative investigations to create a deeper picture of how potential players approach serious games. The article concludes with open questions to investigators and industry professionals generated from this process.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otheracceptance; adoption; attitudes; games for change; media psychology; persuasive games; serious gamesde
dc.titleWinning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Gamesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3308de
dc.source.journalMedia and Communication
dc.source.volume9de
dc.publisher.countryPRTde
dc.source.issue1de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozangewandte Psychologiede
dc.subject.classozApplied Psychologyen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozInteraktionde
dc.subject.thesozinteractionen
dc.subject.thesozMotivationde
dc.subject.thesozmotivationen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10046098
internal.identifier.thesoz10036462
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo28-38de
internal.identifier.classoz1080404
internal.identifier.classoz10709
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc150
dc.source.issuetopicGames and Communication - Quo Vadis?de
dc.identifier.doihttps://doi.org/10.17645/mac.v9i1.3308de
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/3308
ssoar.urn.registrationfalsede


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