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Captology in game-based education: a theoretical framework for the design of persuasive games

2021/04/23 by Ali Alshammari
Arts and Humanities · Psychology · Social Sciences · #Child Development and Digital Technology #Educational Games and Gamification #Media Influence and Health

paper · doi:10.1080/10494820.2021.1915803

openalex publication_date 2021/04/23 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/30

Abstract

Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used specifically to design a persuasive game for educational use. This paper provides a theory-driven framework to guide instructional and game designers through the process of persuasive game design in education. The framework was developed based on multiple theories in learning, motivation, psychology, communication, as well as in other related disciplines. The framework covers the attitude-to-behavior process in designing persuasive games comprehensively: starting with strategies of designing a persuasive message and moving to principles of sending the message, which is followed by addressing the player’s motivation, ability, cognition, and metacognition when receiving the message, and ending with the conditions that surround the player’s behavior change due to the attitude. Research-based suggestions for the design of persuasive games for educational purposes are provided.

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