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[journal article]

dc.contributor.authorWei, Lewende
dc.contributor.authorSchmierbach, Mikede
dc.contributor.authorLiu, Bingjiede
dc.contributor.authorKang, Jinde
dc.contributor.authorChen, Chengde
dc.contributor.authorDardis, Frank E.de
dc.contributor.authorTan, Ryande
dc.contributor.authorCohen, Oliviade
dc.date.accessioned2024-10-22T15:03:59Z
dc.date.available2024-10-22T15:03:59Z
dc.date.issued2025de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/97315
dc.description.abstractThe 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.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otherin-game control; narrative engagement; player-avatar identification; player-avatar similarity; prosocial intention; serious gamede
dc.titleAmplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative-Based Serious Gamede
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/8637/3941de
dc.source.journalMedia and Communication
dc.source.volume13de
dc.publisher.countryPRTde
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozWirkungsforschung, Rezipientenforschungde
dc.subject.classozImpact Research, Recipient Researchen
dc.subject.thesozEmpathiede
dc.subject.thesozempathyen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozsoziales Problemde
dc.subject.thesozsocial problemen
dc.subject.thesozMedienverhaltende
dc.subject.thesozmedia behavioren
dc.subject.thesozMobbingde
dc.subject.thesozmobbingen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10042018
internal.identifier.thesoz10058702
internal.identifier.thesoz10041342
internal.identifier.thesoz10051166
internal.identifier.thesoz10038948
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
internal.identifier.classoz1080404
internal.identifier.classoz1080407
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicDigital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studiesde
dc.identifier.doihttps://doi.org/10.17645/mac.8637de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8637
ssoar.urn.registrationfalsede


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