Spent, a social action game aimed at showing people that homelessness is about circumstances and not character was chosen as an example of a persuasive game for a study last year.
5139 students in grades 7-12 took part across 4 states and 200 schools to test whether the persuasive mechanics of a social impact game were effective in increasing attitude and affective learning toward the subject of homelessness. This study was just a first step and did demonstrate a statistically significant effect.
My idea is to use existing games that have definable persuasive mechanics and conduct large scale research to come up with best practices for persuasion in social impact games.
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