Front Matter
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Table of Contents
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Persuasive Gaming:: From Theory Based Design to Validation and Back. An Introduction
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Introduction to Part I
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Persuasive Games, A Decade Later
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Playing an Automated World
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Looking Beyond Persuasion Through Rule-Based Representations in Digital Games:: Designing Games to Shape, Reinforce, or Change Attitudes
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Creating Stealth Game Interventions for Attitude and Behavior Change:: An ‘Embedded Design’ Model
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Introduction to Part II
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A Breathtaking Journey.: Appealing to Empathy in a Persuasive Mixed Reality Game
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Macro, Micro, and Meta-Persuasive Play to Change Society
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VilDu?! A Game for Sexually Abused Children:: How Openness Facilitated a Clear Design Direction
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Designing for Persuasion through Embodied Experiences in Virtual Reality
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Introduction to Part III
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The Present of Persuasion:: Escalating Research into Persuasive Game Effects
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Designing for Transfer
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Striving ‘Against All Odds’ to Reduce Prejudice toward Immigrants and Refugees
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Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games
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Index
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Back Matter
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