{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:40:35Z","timestamp":1777646435267,"version":"3.51.4"},"reference-count":6,"publisher":"SAGE Publications","issue":"4","license":[{"start":{"date-parts":[[2013,7,1]],"date-time":"2013-07-01T00:00:00Z","timestamp":1372636800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2013,7]]},"abstract":"<jats:p>The greatest threat to the success of serious games is inattention to the quality of the player experience. The gamification fad endorses a canard that games can be strip-mined for \u201cuseful\u201d bits that, when tacked onto conventional applications, should be expected to have the same effects as true games. This lie exposes a disdain for play and an incapacity to perceive games themselves as useful and worthwhile endeavors. Creating games that achieve great things in the real world while remaining enjoyable experiences instead requires working with the prodigious strengths inherent to the medium. This presentation explores how the native procedurality of video games makes them a potentially ideal way to persuade people to adopt a particular point of view. It will cover the history and modern theory of persuasive games, offer guidelines for crafting arguments based in gameplay, and present a case study of the design of a persuasive game.<\/jats:p>","DOI":"10.1177\/1555412013496891","type":"journal-article","created":{"date-parts":[[2013,8,27]],"date-time":"2013-08-27T06:13:47Z","timestamp":1377584027000},"page":"289-304","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":100,"title":["Games for Persuasion"],"prefix":"10.1177","volume":"8","author":[{"given":"John","family":"Ferrara","sequence":"first","affiliation":[{"name":"Megazoid Games, Eagleville, PA, USA"}]}],"member":"179","published-online":{"date-parts":[[2013,8,27]]},"reference":[{"key":"bibr1-1555412013496891","unstructured":"Belluck P. (2000). Evolution foes dealt a defeat in Kansas vote. The New York Times. Retrieved from http:\/\/www.nytimes.com\/2000\/08\/03\/us\/evolution-foes-dealt-a-defeat-in-kansas-vote.html?pagewanted=all&src=pm"},{"key":"bibr2-1555412013496891","doi-asserted-by":"publisher","DOI":"10.7551\/mitpress\/5334.001.0001"},{"key":"bibr3-1555412013496891","unstructured":"Cabell B. (1999, August 12). Kansas school board\u2019s evolution ruling angers science community. CNN. Retrieved from http:\/\/www.cnn.com\/US\/9908\/12\/kansas.evolution.flap\/"},{"key":"bibr4-1555412013496891","unstructured":"Fitter Critters. (2010). Fitter Critters game web site. Retrieved from http:\/\/fittercritters.com"},{"key":"bibr5-1555412013496891","unstructured":"Gonchar M. (2012, October 10). Do you think a healthier school lunch program is a lost cause? The New York Times. Retrieved from http:\/\/learning.blogs.nytimes.com\/2012\/10\/10\/do-you-think-a-healthier-school-lunch-program-is-a-lost-cause\/"},{"key":"bibr6-1555412013496891","unstructured":"U.S. Department of Agriculture. (2010). Healthy hunger-free kids act of 2010. Retrieved from http:\/\/www.fns.usda.gov\/cnd\/governance\/legislation\/cnr_2010.htm"}],"container-title":["Games and Culture"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412013496891","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/full-xml\/10.1177\/1555412013496891","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412013496891","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,4,29]],"date-time":"2026-04-29T06:35:15Z","timestamp":1777444515000},"score":1,"resource":{"primary":{"URL":"https:\/\/journals.sagepub.com\/doi\/10.1177\/1555412013496891"}},"subtitle":["Argumentation, Procedurality, and the Lie of Gamification"],"short-title":[],"issued":{"date-parts":[[2013,7]]},"references-count":6,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2013,7]]}},"alternative-id":["10.1177\/1555412013496891"],"URL":"https:\/\/doi.org\/10.1177\/1555412013496891","relation":{},"ISSN":["1555-4120","1555-4139"],"issn-type":[{"value":"1555-4120","type":"print"},{"value":"1555-4139","type":"electronic"}],"subject":[],"published":{"date-parts":[[2013,7]]}}}