In this paper, we present a Human centered Human Computer Interaction design approach for conceptualization of Persuasive games relevant to Indian cultural context. Core of the protocol process adopted involved semi-structured interviews with nineteen Indian families, where parents have reported certain behaviors, which they wished to change in their children in a positive way. On qualitative evaluation of parents' responses using Fogg's behavior model as the basis, it was found that “diffidence” or “shyness” is one such behavior that demands most from the children in order to bring a positive change using the medium of digital games. The game units such as characters, objects, and environment were derived from the analysis of field notes of the semi-structured interviews. We have used a method analogue to “Grow-A-Game” technique to generate the game concept. Ultimately, we present a final persuasive game concept which is intended to bring about positive changes in children' diffidence and shyness behaviors.