[SOUND] Have you ever worked on a cotton picking field? Experience in full days of heart work without any relaxation for very little money. Probably not. In Uzbekistan, however, many people do. This situation is addressed in the serious game, my cotton picking life. Every year people, including kids are forced into picking cotton in Uzbekistan. We then, wear that cotton in our clothes. How hard is to work? Well, let's play. You need to pick 50 kilos of cotton to fill your daily quota. Fill this bar to complete is 50 kilos of cotton. To pick some cotton, press the pick button. An if you've had enough, you can end it by using this button, okay? Then, I start picking. Right arm, left arm, right arm, left arm. Then I go on. I pick, I pick. But as you can see, picking cotton in this virtual world is quite a daunting task. Actually it's quite boring, so I may need some time to relax. So let's see what I can do next. Well, all get on with it or you're in for a beating. That's the voice of the boss coming in. Get on with it or you're in for a beating. So I'm supposed to continue picking, and here I go. Pick, pick, pick, pick, pick, pick, and I can go on and on and on. But okay, it's too boring, I'll stop. It's okay for you. Quitting isn't a luxury these kids have. You took 0 hours, 0 minutes, and 46 seconds to pick a little bit of your daily quota of cotton. You will have earned a minimal amount of cent, only another 99.86% to go. What happened? I played a simple online game and when I stop I was given information about the topic addressed in the game. Actually, the game wanted me to stop playing to confront me with the lack of choice the child labor's face when they work on the cotton fields. They are exploited and cannot stop. My cotton picking life is an example of a persuasive game. The topic of this module. >> Persuasive games are made with the intention to change the player's attitude. That is, the game designer wants to change how a person thinks and feels about the topic addressed in a game. This module we present criteria that must be fulfilled in order to call a game persuasive. We start with the games rhetoric and its persuasive properties. But we will immediately added understanding persuasion requires a focus on both the game and the player, because the persuasive process unfolds exactly in the relation between game and player. >> The insights we will share with you in this module are largely drawn from our national resource project, Persuasive Gaming In Context. The project is a collaboration between Erasmus University, Utrecht University, Eindhoven University of Technology and Two Dutch game developers, IJsfontein, and Submarine. This guarantees a productive conversation between research an application. The project is built on three pillars. The first one being gained theory about persuasiveness, the second one being about design. At Erasmus University, we are mostly concerned with third pillar, validating the impact of persuasive games. But before we can address the impact of persuasive games, we need to discuss the rhetoric and properties of persuasive games and the process of persuasive communication. A lot to discuss this module. Please move on to the next video.