A Conceptual Model for the Study of Persuasive Games


In this paper I propose a new theory for the study of persuasiveness within digital games. This theory aims to make visible how persuasiveness can be structured within digital games and to be useful to identify specific aspects of games' persuasiveness that might not be obvious to the naked eye, by giving them order and conferring them intelligibility. The theory that I propose here is based on the hypothesis that multiple persuasive dimensions can be used within digital games to convey persuasive messages. In order to defend this hypothesis I introduce the concept of 'persuasive structures', which I use to describe how persuasive communication works within digital games. The definition of this concept relies on a conceptual model that is based on the proposition that persuasiveness within digital games can be developed through three different persuasive levels and that in each of the three persuasive levels it is possible to find different persuasive dimensions.