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Persuasive Games: Shell Games23 by Ian Bogost[03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Persuasive Games: This Is Only A Drill13 by Ian Bogost[07.28.09]
In his new Gamasutra column, writer and game designer Ian Bogost asks -- why can't the power of games be used to help retain information in public safety drills, for example replacing the air safety videos that many travelers barely listen to?
Persuasive Games: Gestures as Meaning7 by Ian Bogost[06.30.09]
In his latest 'Persuasive Games' column, game designer and writer Ian Bogost examines both Natal-like gesture control devices and Brenda Brathwaite's experimental board game Train, suggesting: "Perhaps the souls of our games are not to be found in ever-better accelerometers... but in the way they invite players to respond to them."
Persuasive Games: The Holly and the Ivy8 by Ian Bogost[12.20.07]
Ian Bogost's latest 'Persuasive Games' column takes a seasonal twist, as he examines the history of holiday-related themes in games - from Christmas NiGHTS through Sims 2 expansions - and suggests that the industry should produce more Christmas games.