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Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us of

Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us of

Presentation at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2018.

Sebastian Deterding

October 16, 2017
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  1. mechanics, messages, meta-media How Persuasive Games Persuade, and What They

    Persuade Us of Sebastian Deterding (@dingstweets) Digital Creativity Labs, University of York October 15, 2017
  2. “Procedural rhetoric is the practice of using processes persuasively ….

    Each unit operation in a procedural representation is a claim about how part of the system it represents does, should, or could function.” ian bogost, persuasive games, 2007, 28, 36
  3. “Rules control the meaning of the game, and players, by

    following rules, create the meaning that is already predetermined by the designer(s). For the proceduralists, a game means what the rules mean” miguel sicart, against procedurality, 2011
  4. “The disparity between the simulation and the player’s understanding of

    the source system it models creates a crisis in the player. I named this crisis simulation fever, a madness through which an interrogation of the rules that drive both systems begins.” ian bogost, persuasive games, 2007, 332
  5. “Rather than producing assent, ... the game [Howard Dean for

    Iowa] produces deliberation, which implies neither immediate assent nor dissent. Like literature, poetry, and art, videogames cannot necessarily know their effects on individual players.” ian bogost, persuasive games, 2007, 329, 339
  6. Blindly focusing on outcomes and following rules (as in gameplay)

    leads you to dehumanise and ignore the people your actions affect. the (meta-)mechanical message
  7. What is accepted and expected in … education for children

    artworks for adults genre framing shapes understanding entertainment games
  8. train: carefully framed as art for adults • Single physical

    copy • Presented at art galleries, universities • Always accompanied by author guiding follow-up debate
  9. ph2: edugame for 8-14 year olds in school • Digital

    copies • Distributed through Danish schools • Accompanied by educational material for teachers
  10. summary 1. Genre and visual framing shape how audiences perceive

    intended authorial and reader stance toward a game. 2. Games circulate through culture as easily de- and re-framed meta-media, making this framing crucial. 3. Persuasive games may be more impactful as meta-media generating attention and credibility (for their message, their makers, themselves) than as individual player-game encounters.