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Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F19%3A10384396" target="_blank" >RIV/00216208:11210/19:10384396 - isvavai.cz</a>

  • Alternative codes found

    RIV/00216208:11320/19:10384396

  • Result on the web

    <a href="https://www.springer.com/us/book/9783030115470" target="_blank" >https://www.springer.com/us/book/9783030115470</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1007/978-3-030-11548-7" target="_blank" >10.1007/978-3-030-11548-7</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design

  • Original language description

    The aim of this paper is to address methodologically the challenges that arise when measuring attitude changes toward video game content. Drawing on findings from two pilot studies (N = 18, 25) and field notes from an ongoing empirical study (N =140), we have identified three key challenges: reliability of measurement of attitudes, standardization of game experience for each participant, and measurement of attitudes toward socially sensitive topics. In this paper, we outline our research design that tried to address these challenges. In particular, we propose modifying the game, used as a research tool, to maintain player agency while ensuring all players engage with the measured phenomena. We also recommend using the concept of attitude strength in order to measure effectively attitudes toward socially sensitive topics. Overall, this paper provides preliminary insight into research on video games and attitude change within the field of digital game-based learning.

  • Czech name

  • Czech description

Classification

  • Type

    D - Article in proceedings

  • CEP classification

  • OECD FORD branch

    50803 - Information science (social aspects)

Result continuities

  • Project

    <a href="/en/project/EF16_019%2F0000734" target="_blank" >EF16_019/0000734: Creativity and Adaptability as Conditions of the Success of Europe in an Interrelated World</a><br>

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2019

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Article name in the collection

    Games and Learning Alliance

  • ISBN

    978-3-030-11547-0

  • ISSN

    0302-9743

  • e-ISSN

  • Number of pages

    4

  • Pages from-to

    445-448

  • Publisher name

    SPRINGER

  • Place of publication

    Germany

  • Event location

    Palermo, Itálie

  • Event date

    Dec 5, 2018

  • Type of event by nationality

    WRD - Celosvětová akce

  • UT code for WoS article