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Gamified Persuasion: User Experiences of Online Activation Service

Author

Listed:
  • Tim Luoto

    (Cultural Anthropology, Faculty of Humanities, University of Oulu, Oulu, Finland)

  • Raija Korpelainen

    (Oulu Deaconess Institute, Oulu, Finland & Department of Sports and Exercise Medicine, University of Oulu, Oulu, Finland & University Hospital, Oulu, Finland)

  • Juha Röning

    (Department of Computer Science and Engineering, University of Oulu, Oulu, Finland)

  • Riikka Ahola

    (Medical Imaging, Physics and Technology, University of Oulu, Oulu, Finland & University Hospital, Oulu, Finland)

  • Heidi Enwald

    (Information Studies, Faculty of Humanities, University of Oulu, Oulu, Finland)

  • Noora Hirvonen

    (Information Studies, Faculty of Humanities, University of Oulu, Oulu, Finland)

  • Lauri Tuovinen

    (Department of Computer Science and Engineering, University of Oulu, Oulu, Finland)

  • Hannu I. Heikkinen

    (Cultural Anthropology, Faculty of Humanities, University of Oulu, Oulu, Finland)

Abstract

The authors have empirically examined the persuasive properties of digital games from a multidisciplinary perspective. Besides the relevant cultural and psychological theories related to the game phenomenon, the authors have included a case study where a persuasive online activation service was tested among young men (N=280, average 17.9 year old) in the promotion of physical and social activity. The emphasis of the article is on qualitative material, which is based on in-depth interviews of 10 individuals, as well as participant observation considering the user experiences regarding the activation service and gaming in general. The authors have concluded that games contain persuasive characteristics based on human culture and psychology and that these characteristics could effectively be utilized in physically and socially activating games.

Suggested Citation

  • Tim Luoto & Raija Korpelainen & Juha Röning & Riikka Ahola & Heidi Enwald & Noora Hirvonen & Lauri Tuovinen & Hannu I. Heikkinen, 2014. "Gamified Persuasion: User Experiences of Online Activation Service," International Journal of Sociotechnology and Knowledge Development (IJSKD), IGI Global, vol. 6(4), pages 1-17, October.
  • Handle: RePEc:igg:jskd00:v:6:y:2014:i:4:p:1-17
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