Using as a starting point behavior scientist B.J. Fogg’s conceptual framework on the role computer technology plays for users, in this paper it will be argued that persuasion through digital games can be approached from three different perspectives: digital games can be used as media for persuasion, digital games can be used as tools for persuasion and digital games can be used as social actors for persuasion. In this paper, I use four cancer gaming cases to illustrate how these three different persuasive roles can be used to accomplish different persuasive goals. The categorization proposed in this paper can serve to clarify what we mean when we refer to persuasion in relation to digital games and can be used as analytical approach for the study of persuasive gaming strategies.