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DiGRA
Both reduce persuasive impact and player enjoyment.
Central thesis. Overt persuasion triggers psychological reactance and bias blind spots, reducing both persuasive impact and player enjoyment.
The document outlines an "Embedded Design" model for creating persuasive games aimed at attitude and behavior change, positing that "stealthy" integration of messages is more effective than explicit approaches. The core thesis is that by subtly embedding persuasive content, games can bypass psychological reactance and foster greater receptivity and impact. The model proposes three key strategies: Intermixing, which balances on-message and off-message content; Obfuscating, which diverts focus from the game's persuasive intent; and Distancing, which uses fiction and metaphor to create a safe space for sensitive topics.
Empirical studies, particularly involving the game "Awkward Moment," demonstrate the efficacy of these strategies. Intermixing bias-themed content with non-bias content significantly increased perspective-taking and positive attitude shifts, whereas an "overloaded" explicit approach triggered psychological reactance and negative affect. Obfuscating persuasive intent through genre choice and neutral framing was found to significantly increase player receptiveness and impact by preventing defensive reactions. Similarly, Distancing, exemplified by games like "ZOMBIEPOX," used hypothetical scenarios and fictionalized representations to foster greater engagement and attitude change, even outperforming more realistic approaches in cultivating empathy.
Overall, the Embedded Design model's "stealthy" techniques are shown to create more transporting and impactful persuasive games by reducing psychological resistance. This approach cultivates an open mindset, enabling players to internalize new information and perspectives without activating predispositions, making it effective across individuals with varying initial stances. The scope of these findings primarily covers game design principles for persuasive interventions, with examples drawn from specific game titles, and suggests future applications in therapeutic narrative creation.
Game Developers Conference · 2022