Skip to main content

Shock Tactics: Perceived Controversy in Molleindustria Persuasive Games

  • Conference paper
  • First Online:
Book cover Persuasive Technology (PERSUASIVE 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10809))

Included in the following conference series:

Abstract

Shock tactics in the form of controversial messages are used in advertising to solicit viewer attention and as a persuasive tactic. Persuasive games are becoming increasingly popular, however the use of shock tactics in games have not been explored in much detail. This paper discusses how three Molleindustria games use potentially controversial mechanics and messages for persuasion. In a user study, we explored how the perceived controversy of these games influenced their efficacy. Overall, the results show that perceived controversy correlates significantly with the percentage of their study compensation participants were willing to donate. The findings point towards shock tactics as a potential tool for the design and evaluation of persuasive games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://unmanned.molleindustria.org/.

References

  1. Skorupa, P.: Shocking contents in social and commercial advertising. Creat. Stud. 7(2), 69–81 (2014)

    Article  Google Scholar 

  2. Banyte, J., Paskeviciute, K., Rutelione, A.: Features of shocking advertising impact on consumers in commercial and social context. Innov. Mark. 10(2), 35–46 (2014)

    Google Scholar 

  3. Steinemann, S.T., Mekler, E.D., Opwis, K.: Increasing donating behavior through a game for change: the role of interactivity and appreciation. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 319–329. ACM (2015)

    Google Scholar 

  4. Virvilaite, R., Matuleviciene, M.: The impact of shocking advertising to consumer buying behavior. Econ. Manage. 18(1), 134–141 (2013)

    Article  Google Scholar 

  5. Urwin, B., Venter, M.: Shock advertising: not so shocking anymore. An investigation among generation Y. Mediterr. J. Soc. Sci. 5(21), 203 (2014)

    Google Scholar 

  6. Pflaumbaum, C.G.: Shock advertising-a sensationalised media construct? Ph.D. thesis, Curtin University (2013)

    Google Scholar 

  7. Cockrill, A., Parsonage, I.: Shocking people into action: does it still work? J. Advert. Res. 56(4), 401–413 (2016)

    Article  Google Scholar 

  8. Dahl, D.W., Frankenberger, K.D., Manchanda, R.V.: Does it pay to shock? reactions to shocking and nonshocking advertising content among university students. J. Advert. Res. 43(3), 268–280 (2003)

    Google Scholar 

  9. Molleindustria: Unmanned. Game, Molleindustria, Pittsburgh (2012). http://www.phonestory.org/game.html

  10. Molleindustria: McDonald’s Video Game. Game Molleindustria, Pittsburgh (2006). http://www.mcvideogame.com/

  11. Molleindustria: Press listing (2016). http://www.molleindustria.org/blog/press/. Accessed 20 Sept 2016

  12. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge (2007)

    Google Scholar 

  13. Molleindustria: Phone Story. Game, Molleindustria, Pittsburgh (2012)

    Google Scholar 

  14. Bilton, R.: Apple ’failing to protect Chinese factory workers’. BBC News, December 2014. http://www.bbc.com/news/business-30532463. Accessed 20 Sept 2016

  15. Ferri, G.: Rhetorics, simulations and games: the ludic and satirical discourse of molleindustria. Int. J. Gaming Comput. Mediat. Simul. (IJGCMS) 5(1), 32–49 (2013)

    Article  MathSciNet  Google Scholar 

  16. Paperny, D.M., Starn, J.R.: Adolescent pregnancy prevention by health education computer games: computer-assisted instruction of knowledge and attitudes. Pediatrics 83(5), 742–752 (1989)

    Google Scholar 

  17. Oinas-Kukkonen, H., Harjumaa, M.: A systematic framework for designing and evaluating persuasive systems. In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., Øhrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 164–176. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-68504-3_15

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Katja Rogers .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Rogers, K., Weber, M. (2018). Shock Tactics: Perceived Controversy in Molleindustria Persuasive Games. In: Ham, J., Karapanos, E., Morita, P., Burns, C. (eds) Persuasive Technology. PERSUASIVE 2018. Lecture Notes in Computer Science(), vol 10809. Springer, Cham. https://doi.org/10.1007/978-3-319-78978-1_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-78978-1_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-78977-4

  • Online ISBN: 978-3-319-78978-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics