Serious Games: Persuasive Communication Devices

Varia
What Socio-cognitive and Socio-emotional Processes Lie in Usage? What Are their Effects on the Players? State of Research and New Perspectives
By Marie-Pierre Fourquet-Courbet, Didier Courbet
English

This article explores persuasive serious games which invite players to solve “ludic problems” with the aim of inducing psycho-social and behavioural change. To fill a gap in the literature, it proposes a synthesis of empirical and experimental research on socio-cognitive and socio-emotional processes that develop with the use of serious games, and that underlie changes of behaviours, attitudes, emotions and cognitions. This theoretical synthesis revolves around three main interacting models : “operant ludic learning”, social learning by modelling, and emotional mediation through flow. The authors also open new paths for research, including a fourth model based on binding communication.

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