dc.contributor.author | Wei, Lewen | de |
dc.contributor.author | Schmierbach, Mike | de |
dc.contributor.author | Liu, Bingjie | de |
dc.contributor.author | Kang, Jin | de |
dc.contributor.author | Chen, Cheng | de |
dc.contributor.author | Dardis, Frank E. | de |
dc.contributor.author | Tan, Ryan | de |
dc.contributor.author | Cohen, Olivia | de |
dc.date.accessioned | 2024-10-22T15:03:59Z | |
dc.date.available | 2024-10-22T15:03:59Z | |
dc.date.issued | 2025 | de |
dc.identifier.issn | 2183-2439 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/97315 | |
dc.description.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 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. | de |
dc.language | en | de |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.other | in-game control; narrative engagement; player-avatar identification; player-avatar similarity; prosocial intention; serious game | de |
dc.title | Amplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative-Based Serious Game | de |
dc.description.review | begutachtet (peer reviewed) | de |
dc.description.review | peer reviewed | en |
dc.identifier.url | https://www.cogitatiopress.com/mediaandcommunication/article/view/8637/3941 | de |
dc.source.journal | Media and Communication | |
dc.source.volume | 13 | de |
dc.publisher.country | PRT | de |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.classoz | Wirkungsforschung, Rezipientenforschung | de |
dc.subject.classoz | Impact Research, Recipient Research | en |
dc.subject.thesoz | Empathie | de |
dc.subject.thesoz | empathy | en |
dc.subject.thesoz | Computerspiel | de |
dc.subject.thesoz | computer game | en |
dc.subject.thesoz | soziales Problem | de |
dc.subject.thesoz | social problem | en |
dc.subject.thesoz | Medienverhalten | de |
dc.subject.thesoz | media behavior | en |
dc.subject.thesoz | Mobbing | de |
dc.subject.thesoz | mobbing | en |
dc.rights.licence | Creative Commons - Namensnennung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution 4.0 | en |
internal.status | formal und inhaltlich fertig erschlossen | de |
internal.identifier.thesoz | 10042018 | |
internal.identifier.thesoz | 10058702 | |
internal.identifier.thesoz | 10041342 | |
internal.identifier.thesoz | 10051166 | |
internal.identifier.thesoz | 10038948 | |
dc.type.stock | article | de |
dc.type.document | Zeitschriftenartikel | de |
dc.type.document | journal article | en |
internal.identifier.classoz | 1080404 | |
internal.identifier.classoz | 1080407 | |
internal.identifier.journal | 793 | |
internal.identifier.document | 32 | |
internal.identifier.ddc | 070 | |
dc.source.issuetopic | Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies | de |
dc.identifier.doi | https://doi.org/10.17645/mac.8637 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 16 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 1 | |
internal.dda.reference | https://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8637 | |
ssoar.urn.registration | false | de |