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The Use of Digital Games to Stimulate Behaviors

The Use of Digital Games to Stimulate Behaviors
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Author(s): Paulo David da Silva Simões (Instituto Politécnico do Cávado e do Ave, Portugal)and Cláudio Gabriel Inácio Ferreira (Instituto Politécnico do Cávado e do Ave, Portugal)
Copyright: 2012
Pages: 15
Source title: Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch059

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Abstract

Videogames already have their own space on people’s lives (as well as films, music, etc.). Serious games are able to provide players an interactive environment where they can have a new personal fulfillment, and try to achieve certain proposes as if they were real. The U.S. Department of Defense has, since the year 2002, a new tool for promotion and recruitment of civilians into the army. This is an online game in which the user is invited to experience the life of a soldier of the regular army: The America’s Army game, considered the first combat serious game. Due to its popularity and purpose, this chapter analyzes the extent to which the use of the game influences the behavior of its users.

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