Call: Cases on Societal Effects of Persuasive Games

Cases on Societal Effects of Persuasive Games
A book edited by Dr. Dana Ruggiero (Bath Spa University, United Kingdom)

To be published by IGI Global:

Proposal Submission Deadline: June 15, 2013


Video games are a vibrant and integral part of society that is growing, and it is important to study their possible effects on society. Academics such as Ian Bogost, Mary Flanagan, Jane McGonigal, and Michael Evans support the idea that video games can change perceptions about certain topics. Using theoretical models in conjunction with case studies, this casebook will demonstrate how game designers, researchers, trainers, and educators are using persuasive video games today. The mission of this casebook is to situate persuasive games in the context of application (how are they being used), theory (what learning or multimedia theory links to a particular process) and assessment (what are we learning from playing these games).

Objective of the Book

The main objective of this casebook is to theoretically and practically link multimedia and learning theories to game based learning applications that aim to change behaviors or affective processes using examples from the fields of education, business, and healthcare. This casebook will aim to explore specific games designed as persuasive agents. For the purposes of this casebook, a persuasive video game will be defined as a game that uses content, game mechanics, and persuasive techniques to change the values, wants, beliefs, and actions of players.

Target Audience

The target audience of this book will be composed of professionals and researchers working in the field of learning in various disciplines (e.g., training, learning design, management, education, adult education, sociology, computer science, and information technology). Graduate programs in game design, learning design, and educational technology have expanded rapidly over the past ten years. The field is changing to include both applied and theoretical practices in support of persuasive learning technologies. This casebook can act as an experiential learning scaffold for practitioners, researchers, school technology administrators, graduate students, and learning designers in the healthcare and business sectors looking to implement persuasive games in their own contexts.

Cases include, but are not limited to, the following:

  • Games for change
  • Games for health
  • Games for training

Submission Procedure

Researchers and practitioners are invited to submit on or before June 15, 2013, a 1-2 page case summary clearly explaining the case,the theories applied, the specifics of the game, how it was used, and results. Proposals should be written as case summaries with clear and jargon free language. Authors of accepted proposals will be notified by June 30, 2013 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by September 15, 2013. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.


This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2014.

Important Dates

June 15, 2013:  Proposal Submission Deadline
June 30, 2013:  Notification of Acceptance
September 15, 2013:  Full Chapter Submission
November 15, 2013:  Review Results Returned
December 30, 2013:  Final Chapter Submission
February 1, 2014:  Final Deadline

Inquiries and submissions can be forwarded electronically (Word document) or by mail to:

Dr.Dana Ruggiero
School of Education
Newton St. Loe, Bath,
United Kingdom, BA2 9BN



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