Serious Games as Communicative Tools for Attitudinal and Behavioral Change
Serious Games as Communicative Tools for Attitudinal and Behavioral Change
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严肃的游戏作为态度和行为改变的交流工具
DOI:
10.1002/9781119399926.ch9
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发表时间:
2020
期刊:
影响因子:
--
通讯作者:
Soyoon Kim
中科院分区:
文献类型:
--
作者:
J. Muhamad;Soyoon Kim
Serious games function by leveraging entertainment (hedonic processing) characteristics with cognitive and emotional engagement for specific outcomes. By focusing on persuasion, formation and change of attitudes, increased/enhanced awareness, and overt behavioral changes, serious games serve as activators of information processing. This chapter discusses multidimensional nature of interactivity as one of the factors that might have contributed to the conflicting findings regarding the effects of serious digital games. While serious games share many constructs and processes with media constructed with entertainment education, extended elaboration likelihood model, and entertainment overcoming resistance model paradigms, these processes are potentially enacted differently. Serious games are effective tools for demonstrating the intricacy and interconnectedness of social phenomena. Experientially based games create environments in which players are able to: see behaviors and attitudes manifested, hear others, and engage in problem solving. Situated games present a particular benefit in that they are more like real life than an imagined possibility.