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Keywords = persuasive games

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36 pages, 1084 KiB  
Article
Quantifying Claim Robustness Through Adversarial Framing: A Conceptual Framework for an AI-Enabled Diagnostic Tool
by Christophe Faugere
AI 2025, 6(7), 147; https://doi.org/10.3390/ai6070147 - 7 Jul 2025
Viewed by 1051
Abstract
Objectives: We introduce the conceptual framework for the Adversarial Claim Robustness Diagnostics (ACRD) protocol, a novel tool for assessing how factual claims withstand ideological distortion. Methods: Based on semantics, adversarial collaboration, and the devil’s advocate approach, we develop a three-phase evaluation process combining [...] Read more.
Objectives: We introduce the conceptual framework for the Adversarial Claim Robustness Diagnostics (ACRD) protocol, a novel tool for assessing how factual claims withstand ideological distortion. Methods: Based on semantics, adversarial collaboration, and the devil’s advocate approach, we develop a three-phase evaluation process combining baseline evaluations, adversarial speaker reframing, and dynamic AI calibration along with quantified robustness scoring. We introduce the Claim Robustness Index that constitutes our final validity scoring measure. Results: We model the evaluation of claims by ideologically opposed groups as a strategic game with a Bayesian-Nash equilibrium to infer the normative behavior of evaluators after the reframing phase. The ACRD addresses shortcomings in traditional fact-checking approaches and employs large language models to simulate counterfactual attributions while mitigating potential biases. Conclusions: The framework’s ability to identify boundary conditions of persuasive validity across polarized groups can be tested across important societal and political debates ranging from climate change issues to trade policy discourses. Full article
(This article belongs to the Special Issue AI Bias in the Media and Beyond)
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17 pages, 2651 KiB  
Article
Framing Slogans for Responsible Gambling Campaigns: A Tale of Two Models
by Lily Lim and Vincent Xian Wang
Healthcare 2023, 11(20), 2754; https://doi.org/10.3390/healthcare11202754 - 18 Oct 2023
Viewed by 6095
Abstract
This study investigates the persuasive mechanism of slogans employed in responsible gambling campaigns. We analyse slogans from official posters in the U.S., Singapore, and Macau, focusing on two domains. First, the Theory of Planned Behaviour is applied to examine the intention to gamble [...] Read more.
This study investigates the persuasive mechanism of slogans employed in responsible gambling campaigns. We analyse slogans from official posters in the U.S., Singapore, and Macau, focusing on two domains. First, the Theory of Planned Behaviour is applied to examine the intention to gamble expressed in the slogans to reveal how gambling is positioned in social contexts. Second, two framing devices—i.e., conceptual metaphors and the frame of gains/losses—are examined to understand how these framing devices reinforce the persuasive message while interacting with each other. Two models of persuasion emerge from our data—one encouraged ‘grounded games’ for enjoyment, while the other discouraged gambling due to its potentially ‘harmful’ consequences. We advocate for a gestalt view on the theoretical constructs that contribute to the overall effectiveness of persuasive messaging. These constructs should be integrated into an analytical framework, with particular attention given to the framing effect of conceptual metaphors and the gain/loss frame, and their interplay. Full article
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32 pages, 1631 KiB  
Systematic Review
“From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship
by Yiannis Georgiou, Andreas Ch. Hadjichambis, Demetra Paraskeva-Hadjichambi and Anastasia Adamou
Multimodal Technol. Interact. 2023, 7(8), 80; https://doi.org/10.3390/mti7080080 - 14 Aug 2023
Cited by 5 | Viewed by 2888
Abstract
As the global environmental crisis intensifies, there has been a significant interest in behavior change games (BCGs), as a viable venue to empower players’ pro-environmentalism. This pro-environmental empowerment is well-aligned with the notion of environmental citizenship (EC), which aims at transforming citizens into [...] Read more.
As the global environmental crisis intensifies, there has been a significant interest in behavior change games (BCGs), as a viable venue to empower players’ pro-environmentalism. This pro-environmental empowerment is well-aligned with the notion of environmental citizenship (EC), which aims at transforming citizens into “environmental agents of change”, seeking to achieve more sustainable lifestyles. Despite these arguments, studies in this area are thinly spread and fragmented across various research domains. This article is grounded on a systematic review of empirical articles on BCGs for EC covering a time span of fifteen years and published in peer-reviewed journals and conference proceedings, in order to provide an understanding of the scope of empirical research in the field. In total, 44 articles were reviewed to shed light on their methodological underpinnings, the gaming elements and the persuasive strategies of the deployed BCGs, the EC actions facilitated by the BCGs, and the impact of BCGs on players’ EC competences. Our findings indicate that while BCGs seem to promote pro-environmental knowledge and attitudes, such an assertion is not fully warranted for pro-environmental behaviors. We reflect on our findings and provide future research directions to push forward the field of BCGs for EC. Full article
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18 pages, 883 KiB  
Article
Information Design for Multiple Interdependent Defenders: Work Less, Pay Off More
by Chenghan Zhou, Andrew Spivey, Haifeng Xu and Thanh H. Nguyen
Games 2023, 14(1), 12; https://doi.org/10.3390/g14010012 - 30 Jan 2023
Cited by 1 | Viewed by 2410
Abstract
This paper studies the problem of information design in a general security game setting in which multiple self-interested defenders attempt to provide protection simultaneously for the same set of important targets against an unknown attacker. A principal, who can be one of the [...] Read more.
This paper studies the problem of information design in a general security game setting in which multiple self-interested defenders attempt to provide protection simultaneously for the same set of important targets against an unknown attacker. A principal, who can be one of the defenders, has access to certain private information (i.e., attacker type), whereas other defenders do not. We investigate the question of how that principal, with additional private information, can influence the decisions of the defenders by partially and strategically revealing her information. In particular, we develop a polynomial time ellipsoid algorithm to compute an optimal private signaling scheme. Our key finding is that the separation oracle in the ellipsoid approach can be carefully reduced to bipartite matching. Furthermore, we introduce a compact representation of any ex ante persuasive signaling schemes by exploiting intrinsic security resource allocation structures, enabling us to compute an optimal scheme significantly faster. Our experiment results show that by strategically revealing private information, the principal can significantly enhance the protection effectiveness for the targets. Full article
(This article belongs to the Special Issue Game-Theoretic Analysis of Network Security and Privacy)
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17 pages, 1084 KiB  
Article
Let’s Play Democracy, Exploratory Analysis of Political Video Games
by Angel Torres-Toukoumidis, Isidro Marín Gutiérrez, Mónica Hinojosa Becerra, Tatiana León-Alberca and Concha Pérez Curiel
Societies 2023, 13(2), 28; https://doi.org/10.3390/soc13020028 - 28 Jan 2023
Cited by 6 | Viewed by 6684
Abstract
In current times, the concept of democracy has been transformed due to the ups and downs of the hyperdigitalized society, modifying its discourses and forms of participation. Recognizing that video games maintain a prominent role in the new generations, this research has the [...] Read more.
In current times, the concept of democracy has been transformed due to the ups and downs of the hyperdigitalized society, modifying its discourses and forms of participation. Recognizing that video games maintain a prominent role in the new generations, this research has the objective of analyzing independent video games related to the notion of democracy. For this reason, 26 video games were analyzed according to their democratic principles, their typology and their key components, resulting in a tendency towards the guarantee of civil liberties, political pluralism and separation of powers; likewise, there is a clear differentiation between persuasive and expressive video games, the former linked to polarization and criticism, while the latter responded to a reflexive conceptual line, added to the use of reward systems and progression in their key design components. It can be concluded that video games linked to democracy respond to an innovative interactive dimension that converts the traditional political canons by the creativity, freedom, and autonomy of the current audiences. Full article
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18 pages, 2910 KiB  
Article
Fighting COVID-19 Misinformation through an Online Game Based on the Inoculation Theory: Analyzing the Mediating Effects of Perceived Threat and Persuasion Knowledge
by Jinjin Ma, Yidi Chen, Huanya Zhu and Yiqun Gan
Int. J. Environ. Res. Public Health 2023, 20(2), 980; https://doi.org/10.3390/ijerph20020980 - 5 Jan 2023
Cited by 16 | Viewed by 4061
Abstract
The COVID-19 pandemic was accompanied by the rapid spread of misinformation through social media platforms. This study attempted to develop an online fake news game based on the inoculation theory, applicable to the pandemic context, and aimed at enhancing misinformation discrimination. It also [...] Read more.
The COVID-19 pandemic was accompanied by the rapid spread of misinformation through social media platforms. This study attempted to develop an online fake news game based on the inoculation theory, applicable to the pandemic context, and aimed at enhancing misinformation discrimination. It also tested whether perceived threat and persuasion knowledge serve as underlying mechanisms of the effects of the intervention on misinformation discrimination. In Study 1, we used online priming to examine the influence of inoculation on misinformation discrimination. In Study 2, we developed an online fake-news-game-based intervention and attempted to validate its effectiveness through a randomized controlled trial while also exploring the mediating roles of perceived threat and persuasion knowledge. In Study 1, brief inoculation information priming significantly enhanced the ability to recognize misinformation (F(2.502) = 8.321, p < 0.001, ηp2 = 0.032). In Study 2, the five-day game-based intervention significantly enhanced the ability to recognize misinformation (F(2.322) = 3.301, p = 0.038, ηp2 = 0.020). The mediation effect of persuasion knowledge was significant (β = 0.025, SE = 0.016, 95% CI = [0.034, 0.075]), while that of perceived threat was not significant. Online interventions based on the inoculation theory are effective in enhancing misinformation discrimination, and one of the underlying mechanisms of this effect lies in its promotion of persuasion knowledge. Full article
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19 pages, 3267 KiB  
Article
Addressing the Use of Artificial Intelligence Tools in the Design of Visual Persuasive Discourses
by Ana Erika Ruiz-Arellano, David A. Mejía-Medina, Victor H. Castillo-Topete, María Berenice Fong-Mata, Ervey L. Hernández-Torres, Paloma Rodríguez-Valenzuela and Enrique Berra-Ruiz
Designs 2022, 6(6), 124; https://doi.org/10.3390/designs6060124 - 6 Dec 2022
Cited by 5 | Viewed by 5295
Abstract
Artificial intelligence (AI) systems to generate images from natural language are a game changer in graphic design. However, in visual persuasive communication, the image is not just a drawing, but is the message itself. It arises from the need for understanding how AI [...] Read more.
Artificial intelligence (AI) systems to generate images from natural language are a game changer in graphic design. However, in visual persuasive communication, the image is not just a drawing, but is the message itself. It arises from the need for understanding how AI systems could be adopted in the design of visual communication. Thus, this article presents a model that describes the theoretical–methodological factors present in the design of persuasive visual discourses, which arises from a qualitative study with an analysis of grounded theory from the opinion of experts in the essential areas for visual communication. Thus, we propose a model to guide the design process of persuasive messages throughout seven stages. Additionally, an analysis for contributing to the orderly and informed incorporation of technologies, techniques, and methods relevant to each stage is presented. Full article
(This article belongs to the Special Issue Advances in Communication Technology with Artificial Intelligence)
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16 pages, 269 KiB  
Article
Video Gaming Faith: Playing Out Theologies of Religions
by Gregory D. Jones
Religions 2022, 13(10), 944; https://doi.org/10.3390/rel13100944 - 10 Oct 2022
Cited by 1 | Viewed by 9747
Abstract
Modern religious plurality invites religious and non-religious people to navigate four interreligious dialogical problems: (1) the inability to fully articulate faith, (2) the lack of persuasive religious language, (3) the reality of violence among the religions, and (4) the liquescent “truth” of modern [...] Read more.
Modern religious plurality invites religious and non-religious people to navigate four interreligious dialogical problems: (1) the inability to fully articulate faith, (2) the lack of persuasive religious language, (3) the reality of violence among the religions, and (4) the liquescent “truth” of modern times. How can plurality be framed for people whose sense of relationality is shaped by their participation in virtual worlds? One answer emerges in this autoethnographic consideration of how video gaming “plays out” fresh understandings of the interreligious encounter and relationality. Adopting a Christian perspective, the first section summarizes the major theologies of religions. These theologies correspond with video-game experiences of interreligious cooperation and contest found in playing out the enrichment and diminishment of (1) Christian spirit in Spiritual Warfare (NES), (2) human connection in Final Fantasy VI (Super NES), (3) sense of salvation in Final Fantasy X (PS2), and (4) symbiotic sacredness in Journey (iOS). These play experiences clarify a concept of expansive relationality among religions that is termed shared contest. The conclusion advances a contestant theology of religions; God removes every obstacle to including all in the company of God’s people, and God provides a playground of cooperation and contest for each religious tradition. Full article
(This article belongs to the Special Issue Religious Pluralism in the Contemporary Transformation Society)
21 pages, 2508 KiB  
Article
Designing Personalized Persuasive Game Elements for Older Adults in Health Apps
by Yongyan Guo, Tongyao Yuan and Siyu Yue
Appl. Sci. 2022, 12(12), 6271; https://doi.org/10.3390/app12126271 - 20 Jun 2022
Cited by 15 | Viewed by 5397
Abstract
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select personalized game elements for older [...] Read more.
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select personalized game elements for older adults and use them in health education app design. Firstly, based on the DMC model, the Kano model was used to identify the demand attributes of game mechanisms, and three gamification mechanisms (winning, feedback and reward) preferred by the elderly were selected. Secondly, the corresponding gamification elements were selected by the focus group method, and nine virtual products were generated. Thirdly, the virtual products were rated and conjointly analyzed to obtain the relative importance of gamification mechanisms and the utility values of gamification elements, and a comparative analysis was conducted on four characteristics of older adults: age, gender, personal income, and education. The results obtained the best combination of gamification elements chosen by the elderly under different classifications. Finally, design guidelines on persuasive gamification elements were developed based on the characteristics of older adults, and a modified gamification model was proposed. The results of this study provide suggestions and guidelines for the design of persuasive gamification in health education apps, which will help improve the satisfaction of older adults with health apps. Full article
(This article belongs to the Topic eHealth and mHealth: Challenges and Prospects)
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12 pages, 279 KiB  
Article
Types of Gameplay in Newsgames. Case of Persuasive Messages about COVID-19
by Julio Merchán-Romero and Angel Torres-Toukoumidis
Journal. Media 2021, 2(4), 746-757; https://doi.org/10.3390/journalmedia2040044 - 24 Nov 2021
Cited by 3 | Viewed by 3407
Abstract
Currently, independent video games have been presented as an alternative to approach the development of a ludic typology called newsgames in which, distancing themselves from the interests of the entertainment industry, a series of games related to the pandemic are presented. From here, [...] Read more.
Currently, independent video games have been presented as an alternative to approach the development of a ludic typology called newsgames in which, distancing themselves from the interests of the entertainment industry, a series of games related to the pandemic are presented. From here, we seek to examine the gameplay elements and persuasive messages of 17 “indie games” in the context of COVID-19, categorizing them according to types of newsgames and determining any patterns present among them. The results manifest a tendency towards tabloid newsgames, which are characterized by dealing with sensational, direct, and immediate information using humor and exaggeration to convey messages, which, in this case, focuses on biosafety measures such as hand washing, the use of alcohol for sanitation, and social distancing. On the part of the gameplay elements, a linear narrative is maintained, but it is mainly a sum of achievements to reach the game’s objectives. In short, independent newsgames are formalized as an instrument of diversification in media realities that allow for the presenting of information in an alternative way without depending on editorial lines within a crisis context, as has been the case during the pandemic. Full article
23 pages, 5708 KiB  
Article
Application of Online Transportation Mode Recognition in Games
by Emil Hedemalm, Ah-Lian Kor, Josef Hallberg, Karl Andersson, Colin Pattinson and Marta Chinnici
Appl. Sci. 2021, 11(19), 8901; https://doi.org/10.3390/app11198901 - 24 Sep 2021
Cited by 1 | Viewed by 3069
Abstract
It is widely accepted that human activities largely contribute to global emissions and thus, greatly impact climate change. Awareness promotion and adoption of green transportation mode could make a difference in the long term. To achieve behavioural change, we investigate the use of [...] Read more.
It is widely accepted that human activities largely contribute to global emissions and thus, greatly impact climate change. Awareness promotion and adoption of green transportation mode could make a difference in the long term. To achieve behavioural change, we investigate the use of a persuasive game utilising online transportation mode recognition to afford bonuses and penalties to users based on their daily choices of transportation mode. To facilitate an easy identification of transportation mode, classification predictive models are built based on accelerometer and gyroscope historical data. Preliminary results show that the classification true-positive rate for recognising 10 different transportation classes can reach up to 95% when using a historical set (66% without). Results also reveal that the random tree classification model is a viable choice compared to random forest in terms of sustainability. Qualitative studies of the trained classifiers and measurements of Android-device gravity also raise several issues that could be addressed in future work. This research work could be enhanced through acceleration normalisation to improve device and user ambiguity. Full article
(This article belongs to the Special Issue AI for Sustainability and Innovation)
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25 pages, 9287 KiB  
Article
Japan’s Sacred Sumo and the Exclusion of Women: The Olympic Male Sumo Wrestler (Part 1)
by Lindsey E. DeWitt
Religions 2021, 12(9), 749; https://doi.org/10.3390/rel12090749 - 10 Sep 2021
Viewed by 12320
Abstract
The 2020 Summer Olympic Games in Tokyo offer a fitting and timely point of departure to consider the religion-based exclusion of women and, by extension, to peer into the nation-culture-religion-gender nexus in Japan. The Japan Sumo Association, a quasi-governmental corporation, champions itself as [...] Read more.
The 2020 Summer Olympic Games in Tokyo offer a fitting and timely point of departure to consider the religion-based exclusion of women and, by extension, to peer into the nation-culture-religion-gender nexus in Japan. The Japan Sumo Association, a quasi-governmental corporation, champions itself as the custodian of a divine affair cultivated by male deities and mortal men, and exclusive of women. The Sumo Association bans women and girls from entering or even touching the wrestling ring, lest they violate sumo tradition and taint their so-called sacred battlefield. Critics of sumo’s female taboo denounce the Association’s rule as anachronistic and sexist as well as illegal. The opposition focuses attention on the need for change, and justifiably so, but there exists an equally pressing need to think about why the ban prevails even with strong opposition. Olympic presentations of the male sumo wrestler open our eyes as to one such abetting force: persuasive and politically expedient visions of sumo wrestling as an ancient, sacred, and exclusively male endeavor. Full article
(This article belongs to the Section Religions and Humanities/Philosophies)
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16 pages, 3140 KiB  
Article
Interactive Game-Content-Based Storytelling for the Environment
by Youngsoo Lee and Joosung Lee
Sustainability 2020, 12(19), 8229; https://doi.org/10.3390/su12198229 - 6 Oct 2020
Cited by 2 | Viewed by 5911
Abstract
To plan a persuasive environmental campaign, it is important to tell consumers environmental messages in an engaging manner, to encourage user participation. To explore the effective approaches to storytelling for environmental innovation, this study analyzes how varying interaction modes based on the interactivity [...] Read more.
To plan a persuasive environmental campaign, it is important to tell consumers environmental messages in an engaging manner, to encourage user participation. To explore the effective approaches to storytelling for environmental innovation, this study analyzes how varying interaction modes based on the interactivity levels of user participation framework influence people’s response to an environmental mission such as planting trees. This research has developed and employed various forms of interactive contents, such as problem-solving, mission-driven games to increase consumer awareness and induce pro-environmental actions. This research first reviews previous studies on game approaches and storytelling for environmental issues. It then explores how the different levels of interactive storytelling with the game content types induce consumer responses to a green product purchase or environmental protection campaign donation. Practical implications of environmental storytelling approaches and the use of interactive game content are also discussed. Full article
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2 pages, 153 KiB  
Editorial
Introduction to the Special Issue Political Games: Strategy, Persuasion, and Learning
by Gabriele Gratton and Galina Zudenkova
Games 2020, 11(1), 10; https://doi.org/10.3390/g11010010 - 7 Feb 2020
Cited by 2 | Viewed by 4536
Abstract
All political actors, from world leaders to common citizens, make choices based on information that is noisy, perhaps biased, and sometimes fake [...] Full article
(This article belongs to the Special Issue Political Games: Strategy, Persuasion, and Learning)
15 pages, 695 KiB  
Article
The Design and Application of Game Rewards in Youth Addiction Care
by Marierose M. M. van Dooren, Valentijn T. Visch and Renske Spijkerman
Information 2019, 10(4), 126; https://doi.org/10.3390/info10040126 - 6 Apr 2019
Cited by 8 | Viewed by 8589
Abstract
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different [...] Read more.
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different types of patients. However, we question to what extent game-based rewards are suitable in a persuasive game design for a substance dependence therapy context, as people with substance-related disorders show decreased sensitivity to natural rewards, which may result in different responses to commonly applied game rewards compared to people without substance use disorders. In a within-subject experiment with 20 substance dependent and 25 non-dependent participants, we examined whether play persistence and reward evaluation differed between the two groups. Results showed that in contrast to our expectations, substance dependent participants were more motivated by the types of rewards compared to non-substance dependent participants. Participants evaluated monetary rewards more positively than playing for virtual points or social rewards. We conclude this paper with design implications of game-based rewards in persuasive games for mental healthcare. Full article
(This article belongs to the Special Issue Serious Games and Applications for Health (SeGAH 2018))
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