Differentiating Serious, Persuasive, and Expressive Games
Keywords:
Video Games, Categorization, Serious Games, Persuasive Games, Expressives GamesAbstract
This article highlights the similarities and differences between “serious”, “persuasive” and “expressive” games. Since these categories rely on the developer’s intention and since this intention is not always clearly stated, I identify a series of textual and paratextual clues that might help the players in inferring the developer’s intention. To illustrate the idea that procedurality is not the only factor involved in the labelling of these games, I refer to many examples and conduct a white-box analysis of the game A Conversation With Hugo. I finally stress the importance of not falling into the essentialist trap when labelling these types of games.
References
ARSENAULT, D. (2011), Des typologies mécaniques à l’expérience esthétique. Fonctions et mutations du genre dans le jeu vidéo, PhD Thesis, Montreal, Université de Montréal.
ABT C. (1987), Serious Games, Lanham, University Press of America.
BOGOST I. (2011), How to Do Things with Videogames, Minneapolis and London, University of Minnesota Press.
BOGOST I. (2007), Persuasive Games, Cambridge, MIT Press.
ECO, U. (1990), Les limites de l’interprétation, Paris, Grasset.
ECO, U. (1979), Lector in Fabula, Paris, Grasset.
GENVO, S. (2016), “Defining and Designing Expressive Games: the Case of Keys of a Gamespace”, Kinephanos, Spring, p. 90-106.
GORDON T. (1979), Parents efficaces: le dialogue parents/enfants par la méthode Gordon, Paris, Belfond.
MICHAEL D. and S. CHEN (2006), Serious Games. Games That Educate, Train, and Inform, Boston, Thomson Course Technology.
MUCCHIELLI, R. (1975), Entretien de face à face dans la relation d’aide, Paris, ESF.
List of Video Games / Liste de jeux vidéo :
A Conversation With Hugo (Trépanier-Jobin, 2015)
America’s Army (Ubisoft, 2002)
Antiwargame (Josh, 2001)
Braid (Blow, 2008)
Crate (BreakAway Game)
Dafur Is Dying (Ruiz and York, 2006)
Doom (ID Software, 1993)
Flight Simulator (Microsoft, 1982)
Harpoon 3 (Advanced Gaming Systems, 2001)
Howard Dean for Iowa (Bogost and Frasca, 2003)
Kabul Kaboom (Frasca, 2002)
Keys of a Gamespace (Genvo, 2014)
Mansion Impossible (Unknown)
McDonald’s Videogame (Molleindustria, 2006)
Power Politics III (Mindspace, 2004)
Save the Whales (20th Century Fox, 1984)
Secra (Trépanier and Blais, 2013)
September 12 (Frasca, 2003)
Super Mario Bros. (Nintendo, 1985)
Super Mario Clouds (Coryarcangel, 2002)
Take Back Illinois (Bogost, 2004)
Tenure (Gaede, 1975)
The Marriage (Humble, 2006)
Tooth Protectors (Johnson & Johnson, 1983)
Velvet-Strike (Schleiner, 2002),
Warcraft (Blizzard Entertainment, 1994)
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.