Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games

Abstract: Serious games are designed to educate, train, or persuade their players on specific topics and issues. While a lot of studies have sought to prove the effects of these games, the overall image and legitimization of serious games has not benefited fully from these efforts. Indicating that the issue stems from the difference between the captive audience exposed to games in effects studies and the contexts in which people come to play serious games in everyday life, the current article sketches out the research that needs to be performed before this gap can be filled. Three theoretical perspectives are offered, in turn looking at serious games as forms of (promotional) communication, personal media experiences, and technological innovations. This analysis results in insights relating to (among others), how the identity of serious games might hinder their diffusion, how expected gratifications could fail to match the intentions of these games, and what could cause someone to ‘adopt’ a

Location
Deutsche Nationalbibliothek Frankfurt am Main
Extent
Online-Ressource
Language
Englisch
Notes
Veröffentlichungsversion
begutachtet (peer reviewed)
In: Media and Communication ; 9 (2021) 1 ; 28-38

Classification
Künste, Bildende Kunst allgemein

Event
Veröffentlichung
(where)
Mannheim
(who)
SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V.
(when)
2021
Creator
Jacobs, Ruud S.

DOI
10.17645/mac.v9i1.3308
URN
urn:nbn:de:101:1-2022090115100656124900
Rights
Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Last update
25.03.2025, 1:54 PM CET

Data provider

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Associated

  • Jacobs, Ruud S.
  • SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V.

Time of origin

  • 2021

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