The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
The Persuasive Language of Action: Interaction in the Digital Age
Abstract
Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.
Related Content
Ricardo Alexandre Peixoto de Queiros, Mário Pinto, Alberto Simões, Carlos Filipe Portela.
© 2022.
13 pages.
|
Igor Fernandes, Pedro Branco, Carlos Filipe Portela.
© 2022.
14 pages.
|
Sergio Alloza Castillo, Flavio Escribano, Óscar Rodrigo González López, María Buenadicha Mateos.
© 2022.
22 pages.
|
Elena Somova, Mariya Gachkova.
© 2022.
22 pages.
|
Abdulsalam Salihu Mustafa, Gamal Abdulnaser Alkawsi, Kingsley Ofosu-Ampong, Vanye Zira Vanduhe, Manuel B. Garcia, Yahia Baashar.
© 2022.
24 pages.
|
Cornelia Nih Popescu, Elodie Attie, Laëtitia CHADOUTEAU.
© 2022.
35 pages.
|
Rui Macedo, Claudia Silva, Bruno Albouy, Alejandro F. San Juan, Tiina Pystynen.
© 2022.
12 pages.
|
|
|