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https://doi.org/10.17645/mac.8637

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Amplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative-Based Serious Game

[Zeitschriftenartikel]

Wei, Lewen
Schmierbach, Mike
Liu, Bingjie
Kang, Jin
Chen, Cheng
Dardis, Frank E.
Tan, Ryan
Cohen, Olivia

Abstract

The rise and development of serious games have shown promise in addressing critical social issues, including school bullying. However, prior work often compares game-based interventions with the conventional non-game approach, failing to generate insights about which game features should be emphasiz... mehr

The rise and development of serious games have shown promise in addressing critical social issues, including school bullying. However, prior work often compares game-based interventions with the conventional non-game approach, failing to generate insights about which game features should be emphasized to create more effective games. To bridge this research gap, in light of video games' advantages for creating immersive experiences that benefit persuasion, we created a narrative-based serious game addressing school bullying and conducted two studies (Study 1, N = 130; Study 2, N = 250) to explore the persuasive effects of two game features, respectively player–avatar similarity and in-game control, on player experience (including player–avatar identification, narrative engagement, and empathy) and prosocial intention. We found mixed results subject to player perspective such that only when players took the bully's perspective did one of the game features - in-game control - successfully create the intended empathy via amplified narrative engagement toward the desirable prosocial intention.... weniger

Thesaurusschlagwörter
Empathie; Computerspiel; soziales Problem; Medienverhalten; Mobbing

Klassifikation
interaktive, elektronische Medien
Wirkungsforschung, Rezipientenforschung

Freie Schlagwörter
in-game control; narrative engagement; player-avatar identification; player-avatar similarity; prosocial intention; serious game

Sprache Dokument
Englisch

Publikationsjahr
2025

Zeitschriftentitel
Media and Communication, 13 (2025)

Heftthema
Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies

ISSN
2183-2439

Status
Veröffentlichungsversion; begutachtet (peer reviewed)

Lizenz
Creative Commons - Namensnennung 4.0


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Home  |  Impressum  |  Betriebskonzept  |  Datenschutzerklärung
© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.