Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F25%3A10512186" target="_blank" >RIV/00216208:11320/25:10512186 - isvavai.cz</a>
Result on the web
<a href="http://10.2312/dh.20253327" target="_blank" >http://10.2312/dh.20253327</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.2312/dh.20253327" target="_blank" >10.2312/dh.20253327</a>
Alternative languages
Result language
angličtina
Original language name
Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
Original language description
Video games offer new ways to engage audiences with cultural heritage beyond traditional museum settings. However, can video games authentically replicate the narrative depth of museum experiences while promoting the positive attitudinal impacts museums seek to achieve? This study investigates whether a narrative-driven video game, We Grew Up in War, inspired by historical research and curatorial practice can positively influence players' attitudes towards the depicted topics. The game employs complementary multiperspectivity, a storytelling strategy that presents different but thematically aligned perspectives focused on the topics of refugees and migration. Using a pretest-posttest design with experimental and control groups (n = 116), we measured both explicit and implicit attitude changes. Results show that players who played the game exhibited significantly more positive explicit attitudes than those in the control group (d = 0.33, p = .037). Implicit attitudes did not significantly differ between groups. A more detailed analysis showed that there was a statistically significant change in players' affective responses between the pretest and posttest, whereas no such significant change was observed in the cognitive or behavioral components of explicit attitudes. Despite using a short prototype of the game (approx. 23 minutes), these findings suggest that video games can be effectively employed in promoting cultural heritage and attitude change to wide audiences across geographical boundaries.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
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OECD FORD branch
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Result continuities
Project
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Continuities
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Others
Publication year
2025
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
DH2025 proceedings
ISBN
978-3-03868-277-6
ISSN
3106-3640
e-ISSN
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Number of pages
10
Pages from-to
1-10
Publisher name
The Eurographics Association
Place of publication
Goslar, Německo
Event location
Sienna
Event date
Sep 8, 2025
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
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