u/Bus-Chaser

Question on Ian Bogost's Persuasive Games

I'm going through my Game Studies notes and I just realized I don't fully understand the seven inquiries listed by Bogost (reformulated from B.J. Fogg). In Persuasive Games he never bothers to provide clean, non-ambiguous examples.

So can anybody elucidate for me with clear examples about the following:

  • Reduction—How much does the text reduce complex behaviors into simple tasks?
  • Tunneling—Does the text lead the user through a predetermined set of acts, or does the text allow players to perform actions at their leisure?
  • Tailoring—Does the text provide feedback relevant for the individuals to change their attitudes, behavior, or both?
  • Suggestion—Does the text encourage a certain type of player behavior?
  • Self-Monitoring—Does the text give players a tool to monitor their attitudes or behavior to achieve a predetermined goal or outcome?
  • Surveillance—Does the text allow one party to monitor the behavior of another in order to modify said behavior in a specific way?
  • Conditioning—Does the game system use principles of operant conditioning to change or modify player behavior?

Specifically, I'm having trouble understanding if something like a pop-up screen saying "press X to attack" counts as suggestion or tailoring. What about a "you lose" screen? Is this tailoring?Also, does surveillance count for any virutal entity? Does a Monster Hunter game where I monitor the monster's action and act accordingly count as surveillance? When I die to a boss and learn to get better, is this conditioning or suggestion? The game is telling me that whatever I'm doing is not working, so it conditions me to improve, but in a way that's also encouraging a certain type of behavior.

reddit.com
u/Bus-Chaser — 15 hours ago

Iag Bogost's Persuasive Game Inquiries

I'm going through my Game Studies notes and I just realized I don't fully understand the seven inquiries listed by Bogost (reformulated from B.J. Fogg). In Persuasive Games he never bothers to provide clean, non-ambiguous examples.

So can anybody elucidate for me with clear examples about the following:

  • Reduction—How much does the text reduce complex behaviors into simple tasks?
  • Tunneling—Does the text lead the user through a predetermined set of acts, or does the text allow players to perform actions at their leisure?
  • Tailoring—Does the text provide feedback relevant for the individuals to change their attitudes, behavior, or both?
  • Suggestion—Does the text encourage a certain type of player behavior?
  • Self-Monitoring—Does the text give players a tool to monitor their attitudes or behavior to achieve a predetermined goal or outcome?
  • Surveillance—Does the text allow one party to monitor the behavior of another in order to modify said behavior in a specific way?
  • Conditioning—Does the game system use principles of operant conditioning to change or modify player behavior?

Specifically, I'm having trouble understanding if something like a pop-up screen saying "press X to attack" counts as suggestion or tailoring. What about a "you lose" screen? Is this tailoring?Also, does surveillance count for any virutal entity? Does a Monster Hunter game where I monitor the monster's action and act accordingly count as surveillance? When I die to a boss and learn to get better, is this conditioning or suggestion? The game is telling me that whatever I'm doing is not working, so it conditions me to improve, but in a way that's also encouraging a certain type of behavior.

reddit.com
u/Bus-Chaser — 15 hours ago