Persuasive video games

Persuasive video games are a subgenre of serious games designed to influence players’ attitudes, beliefs, or behaviors.[1] These games aim to deliver intentional messages through gameplay mechanics and interactivity, often addressing social, political, educational, or health-related issues.[2] Unlike games made purely for entertainment, persuasive games use gameplay to present arguments, challenge perceptions, and inspire critical reflection.[3]

The concept was developed by Ian Bogost in his 2007 book, Persuasive Games: The Expressive Power of Videogames, where he introduced the idea of procedural rhetoric—a persuasive method based on the processes and rules embedded in a game's design, rather than through linear storytelling or audiovisual cues.[4]

History and origins

In the 1980s and 1990s, games like Oregon Trail and SimCity were used in classrooms to teach history and systems thinking.[5] These games subtly introduced players to ideological assumptions about simulation and resource management.[6]

Design and mechanics

Persuasive games leverage interactive systems to simulate real-world processes and arguments. They differ from traditional media by requiring players to act within rule-bound environments, often experiencing consequences that provoke reflection or empathy.

Design techniques include:

  • Procedural rhetoric: This approach embeds arguments into gameplay systems.[7] For example, games about democracy can illuminate policy choices across taxation, healthcare, and civil rights, showing how political decisions create cascading social effects.[8]
  • Simulation and abstraction: By simplifying complex systems into game mechanics, designers introduce non-specialists into contexts players might not have experienced before, highlighting key challenges, tensions or trade-offs.[9] For example, The McDonald's Videogame by Molleindustria satirizes fast-food industry ethics, environmental impact, and marketing manipulation through simplified management gameplay.[10]
  • Moral and ethical dilemmas: Games like Papers, Please confront players with bureaucratic decisions that challenge their ethical reasoning, highlighting the human cost of dehumanized systems.[11]
  • Reward and punishment structures: Players often receive feedback that reflects the intended persuasive message. This feedback loop encourages reflection on the player's actions and their consequences within the game world.[12]

Designers must balance persuasion with player agency. If a game feels too overtly manipulative or limits meaningful choice, players may resist its message. Conversely, games that offer too much freedom may dilute their persuasive impact.

Criticisms

Persuasive games face several criticisms:

  • Oversimplification of complex issues: To make systems playable, developers often abstract real-world dynamics. This can result in misleading representations or reinforce stereotypes. Critics argue that simulations may inadvertently encode ideological bias under the guise of neutrality.[13]
  • Ethical concerns about persuasion: Some scholars question the ethics of embedding persuasive messaging in entertainment. Players may not always be aware of the game's agenda.[14]
  • Varied effectiveness: Meta-analyses show mixed results. While many persuasive games increase awareness or short-term attitude change, sustained behavior change is less consistent. Scholars note that persuasive efficacy often depends on player engagement, message clarity, and context of play.[15]
  • Critiques of procedural rhetoric: Miguel Sicart (2011) argues that procedural rhetoric overlooks player interpretation and ethical dimensions of game design. He advocates for broader design strategies that consider aesthetics, emotions, and player reflection.[16]

Some researchers, including Lee, Abdollahi, and Agur (2022), propose that persuasive impact is shaped by levels of involvement and immersion.[17] This means the more emotionally and cognitively engaged a player is, the more likely they are to internalize the game’s message.

See also

References

  1. ^ Jacobs, Ruud S. (2018). "Play to win over: Effects of persuasive games". Psychology of Popular Media Culture. 7 (3): 231–240. doi:10.1037/ppm0000124. ISSN 2160-4142.
  2. ^ Ndulue, Chinenye; Orji, Rita (June 2023). "Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change". IEEE Transactions on Games. 15 (2): 121–133. Bibcode:2023ITGam..15..121N. doi:10.1109/TG.2022.3159090. ISSN 2475-1502.
  3. ^ Lee, Eugene; Abdollahi, Maral; Agur, Colin (2022-07-01). "Conceptualizing the Roles of Involvement and Immersion in Persuasive Games". Games and Culture. 17 (5): 703–720. doi:10.1177/15554120211049576. ISSN 1555-4120.
  4. ^ Bogost, Ian (2007). Persuasive games: The expressive power of videogames. MIT Press. ISBN 978-0262514880.
  5. ^ Slater, Katharine (2017). "Who Gets to Die of Dysentery?: Ideology, Geography, and The Oregon Trail". Children's Literature Association Quarterly. 42 (4): 374–395. doi:10.1353/chq.2017.0040. ISSN 1553-1201.
  6. ^ Miner, Joshua D. (September 2020). "Monitoring Simulated Worlds in Indigenous Strategy Games". The Computer Games Journal. 9 (3): 311–329. doi:10.1007/s40869-020-00110-8. ISSN 2052-773X.
  7. ^ Seiffert, Jens; Nothhaft, Howard (2015-06-01). "The missing media: The procedural rhetoric of computer games". Public Relations Review. Digital Publics. 41 (2): 254–263. doi:10.1016/j.pubrev.2014.11.011. ISSN 0363-8111.
  8. ^ Davisson, Amber; Gehm, Danielle (2014). "Gaming Citizenship: Video Games as Lessons in Civic Life" (PDF). Journal of Contemporary Rhetoric. 4 (3/4): 39–57.
  9. ^ Chow, Y.W.; Susilo, W.; Phillips, J.G.; Baek, J.; Vlahu-Gjorgievska, E. "Video Games and Virtual Reality as Persuasive Technologies for Health Care: An Overview" (PDF). Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications. 8 (3): 18–35.
  10. ^ Banfi, Ryan (2025-04-01). "McDesign: McDonald's Video Games and Digital Play Areas". Design Issues. 41 (2): 4–15. doi:10.1162/desi_a_00802. ISSN 0747-9360.
  11. ^ McKernan, Brian (2021-06-01). "Digital Texts and Moral Questions About Immigration: Papers, Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion". Games and Culture. 16 (4): 383–406. doi:10.1177/1555412019893882. ISSN 1555-4120.
  12. ^ Orji, Rita; Alslaity, Alaa; Chan, Gerry (2024-04-25). "Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours". Behaviour & Information Technology. 43 (6): 1042–1066. doi:10.1080/0144929X.2023.2196582. ISSN 0144-929X.
  13. ^ Ndulue, Chinenye; Orji, Rita (2025-04-18). "The Impact of Persuasive Framing on the Perceived Effectiveness of a Game for Behaviour Change". International Journal of Human–Computer Interaction. 41 (8): 4873–4887. doi:10.1080/10447318.2024.2355390. ISSN 1044-7318.
  14. ^ Rozalén, Silvia Moya (2024-10-25). "Gamification as a Persuasive Technology: Characteristics and Ethical Implications". Journal of Ethics and Emerging Technologies. 34 (1): 1–19. doi:10.55613/jeet.v34i1.138 (inactive 29 July 2025). ISSN 2767-6951.{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)
  15. ^ Ferrara, John (2013-07-01). "Games for Persuasion: Argumentation, Procedurality, and the Lie of Gamification". Games and Culture. 8 (4): 289–304. doi:10.1177/1555412013496891. ISSN 1555-4120.
  16. ^ Sicart, Miguel (2011). The Ethics of Computer Games. MIT Press. ISBN 9780262516624.
  17. ^ Lee, Eugene; Abdollahi, Maral; Agur, Colin (2022-07-01). "Conceptualizing the Roles of Involvement and Immersion in Persuasive Games". Games and Culture. 17 (5): 703–720. doi:10.1177/15554120211049576. ISSN 1555-4120.