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searching for Persuasive Games 19 found (28 total)

alternate case: persuasive Games

Procedural rhetoric (2,842 words) [view diff] exact match in snippet view article find links to article

construct. The term was first coined by Ian Bogost in his 2007 book, Persuasive Games: The Expressive Power of Videogames. Bogost argues that games make
Powerful Robot Games (201 words) [view diff] exact match in snippet view article find links to article
pioneered the field of campaign games by developing in 2003, along with Persuasive Games, the first videogame ever commissioned for a U.S. Presidential campaign
SFZero (587 words) [view diff] exact match in snippet view article find links to article
Ruggiero, Dana, ed. (2014). "Emergently-Persuasive Games". Cases on the Societal Effects of Persuasive Games. Advances in Multimedia and Interactive Technologies
Pathos (2,787 words) [view diff] exact match in snippet view article find links to article
Botwina, R. (2015). Pre-election TV debates–persuasive games between ethos, logos, and pathos. Persuasive Games in Political and Professional Dialogue, 26
Balance of the Planet (982 words) [view diff] exact match in snippet view article find links to article
solutions to complex problems. In a retrospective reviews in the 2010 book Persuasive Games: The Expressive Power of Videogames, Ian Bogost felt the game was sophisticated
Pepsi Invaders (916 words) [view diff] exact match in snippet view article find links to article
original on January 13, 2019. Retrieved 2010-06-23. Ian Bogost (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. pp. 276–277, 391.
Shobon no Action (727 words) [view diff] exact match in snippet view article find links to article
original on 19 July 2010. Retrieved 14 November 2019. Bogost, Ian. "Persuasive Games: Video Game Pranks". Gamasutra. Retrieved 17 August 2012. Patton, Ryan
Wisdom Tree (1,610 words) [view diff] case mismatch in snippet view article find links to article
Tree". AtariHQ. Retrieved April 8, 2015. Bogost, Ian (July 1, 2007). Persuasive games: the expressive power of videogames. MIT Press. pp. 287–288. ISBN 9780262026147
280 ZZZAP (310 words) [view diff] exact match in snippet view article find links to article
ISBN 978-4990251215. Datsun 2800 ZZZAP at GameFAQs Bogost, Ian (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. p. 200. ISBN 9780262026147
Serious game (2,685 words) [view diff] case mismatch in snippet view article find links to article
user's finger mobility, reaction speed and eye-finger coordination. Persuasive games are developed for advertisers, policy makers, news organizations and
Tax Avoiders (275 words) [view diff] exact match in snippet view article find links to article
information". MobyGames. Retrieved 2008-08-17. Ian Bogost (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. pp. 51–52, 350.
Bushnell's Law (340 words) [view diff] exact match in snippet view article find links to article
and design principle. Learning curve Bogost, Ian (April 2, 2009). "Persuasive Games: Familiarity, Habituation, and Catchiness". Gamasutra. Archived from
Tom Nook (2,310 words) [view diff] exact match in snippet view article find links to article
original on 2013-12-20. Retrieved July 25, 2013. Ian Bogost (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. pp. 269–270. ISBN 978-0262026147
Beat 'Em & Eat 'Em (1,366 words) [view diff] exact match in snippet view article find links to article
original on 2014-01-02. Retrieved 2014-01-01. Bogost, Ian (2012-11-27). "Persuasive Games: Wii Can't Go On, Wii'll Go On". Gamasutra. Archived from the original
TerrorBull Games (578 words) [view diff] case mismatch in snippet view article find links to article
commissioned by charities and educational establishments to create persuasive games in the form of campaign games, educational games, classroom simulations
Nolan Bushnell (6,454 words) [view diff] exact match in snippet view article find links to article
Information". Bloomberg. August 24, 2018. Ian Bogost (April 2, 2009). "Persuasive Games: Familiarity, Habituation, and Catchiness". Gamasutra. Retrieved February
Gamification (10,066 words) [view diff] exact match in snippet view article find links to article
original on 2013-01-24. Retrieved 2013-02-12. Bogost, Ian (3 May 2011). "Persuasive Games: Exploitationware". Gamasutra. Archived from the original on 2013-01-31
Persuasive technology (4,396 words) [view diff] exact match in snippet view article find links to article
doi:10.1162/1054746041944803. S2CID 6840360. Bogost, Ian (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. ISBN 978-0-262-02614-7
List of Space Invaders video games (3,139 words) [view diff] exact match in snippet view article find links to article
original on 2020-10-31. Retrieved 2020-12-08. Bogost, Ian (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. pp. 276–277, 391.