Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games

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DiGRA '14 - Proceedings of the 2014 DiGRA International Conference
, August, 2014
Volume: 8
ISBN / ISNN: ISSN 2342-9666


Just as rhetorical arguments can be embedded within the structure of a game's logic, so too can heuristic cues. In this paper, I argue for persuasive game design based upon using the technological affordances of videogames as a medium to trigger specific heuristic cues, thereby allowing game designers to create games that are able to evoke the necessary amount of systematic cognitive processing to promote long-term attitude change among players of the game. This approach is based upon the Heuristic-Systematic Model (HSM) of cognition, as well as the MAIN (Modality, Agency, Interactivity, and Navigability) model of technological effects.