Ruggiero, D (2014) 'The effect of a persuasive game on attitude towards the homeless.' In: Barnes, T and Bogost, I, eds. Proceedings of the 9th International Conference on the Foundations of Digital Games. Society for the Advancement of the Science of Digital Games, Raleigh. ISBN 9780991398225
To investigate whether a persuasive game may serve as a way to increase attitude towards the homeless, this study examined the effects of persuasive mechanics in a video game designed to put the player in the shoes of an almost-homeless person. Data were collected from 5139 students in 200 middle/high school classes across four states. Classes were assigned to treatment groups based on matching. Two treatment conditions and a control group were employed in the study. All three groups attitude scores decreased from the immediate posttest but the game group was significantly different from the control group in a positive direction. Students who played the persuasive game sustained a significantly higher score on attitude after three weeks. Overall, findings suggest that when students play a video game that is designed using persuasive mechanics an attitude change can be measured empirically.
|Item Type:||Book Chapter or Section|
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|Divisions:||Institute for Education|
|Date Deposited:||01 Feb 2016 17:36|
|Last Modified:||12 Feb 2016 13:14|
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