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PERSUASIVE GAMING

PERSUASIVE GAMING. DIGITAL RETORIK 11/5-07 VED JONAS HEIDE SMITH (smith@itu.dk). Serious Games. Abt, C. C. (1970). Serious games . Viking Press: New York. Kriegsspiel, 1824. PERSUASIVE GAMING. DIGITAL RETORIK 11/5-2007. Situeret læring. PERSUASIVE GAMING. DIGITAL RETORIK 11/5-2007.

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PERSUASIVE GAMING

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  1. PERSUASIVE GAMING DIGITAL RETORIK 11/5-07 VED JONAS HEIDE SMITH (smith@itu.dk)

  2. Serious Games Abt, C. C. (1970). Serious games. Viking Press: New York. Kriegsspiel, 1824 PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  3. Situeret læring PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  4. PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  5. Formål Edutainment Business Militær Reklame PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  6. The Oregon Trail (1985) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  7. America’s Army (2002) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  8. Food Force (2005) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  9. Dean for Iowa (2004) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  10. PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  11. Typing of the Dead (2001) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  12. SimCity (1989) PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  13. Thomas Malone: Læringsmål bør overlappe med spillets mål Malone, T. W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. Paper presented at the Symposium on Small Systems archive., Palo Alto, California, United States. Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. Paper presented at the Proceedings of the 1982 conference on Human factors in computing systems, Gaithersburg, Maryland. Malone, T. W., & Lepper, M. (1987). Intrinsic Motivation and Instructional Effectiveness in Computer-based Education. In Snow & Farr (Eds.), Aptitude learning, and instruction. London: Lawrence Erlbaum Associates Publishers. PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  14. 3 strategier for advergaming Associativ: Produkt el. lign. nævnes i attraktiv sammenhæng (”non-diegetisk”) Illustrativ: Produkt el.lign. indgår i selve spillet (diegetisk) Demonstrativ: Kvalitet en ved et produkt el.lign. demonstreres igennem spillet PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

  15. Persuasive Gaming Workshop 3 grupper 1) Design en undersøgelse til test af effektiviten af et advergame 2) Foretag en retorisk analyse af www.danskebank.dk/Link/parkeringspil 3) Design et spil med det formål at øge opmærsomhed om – og entusiasme omkring – Creative Commons PERSUASIVE GAMING DIGITAL RETORIK 11/5-2007

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