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Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as Intervention

First author: Daiiani
Year: 2024


Abstract

Videogames have the capacity to change people’s attitudes by engaging players with interactive gameplay, persuasive narratives, and immersive simulated realities. We present a framework that targets attitudinal evaluation in game design by describing how game mechanics, narrative, and animation features form player experiences that influence attitudes. To test this framework, we conducted an interventional study (N=36) using a repeated measures design that tested the effects of a climate-themed simulation game, Beyond Blue, on players’ explicit and implicit pro-environmental attitudes in both the short and long term. We also measured the effects of feature-based design (mechanics, narrative, and animation) and elemental design on attitudes. Our results showed that the climate-themed intervention impacted participants’ short-term cognitive attitudes. We also found that Beyond Blue’s overall mechanics and narrative features were the main significant predictors of pro-environmental cognitive attitudes. Challenge design was the only significant element that predicted participants’ cognitive attitudes. Our results demonstrate that climate communication can benefit from a carefully designed theme-oriented videogame as an effective creative tool.


Details

Language: English
Country of affiliation: Australia


Published in: Proceedings of the 19th International Conference on the Foundations of Digital Games (FDG 2024)
Publication type: Conference proceeding


Source: https://doi.org/10.1145/3649921.3649933


Games

No Results

Franchises

No Records




Studies

Description: Survey (including implicit attitude test) as part of multi-stage interventional study

Research type: Quasi-experimental
Data type: Quantitative


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: yes
Follow-up: yes


Sample type: Players
Sample size: 36
Power analysis: no
Sample countries: Australia


Games studied: Beyond Blue


Franchises studied: null


Study outcomes: Emotion, Perception, Gameplay experience