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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&apos; 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&apos; 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

  • Czech description

Classification

  • Type

    D - Article in proceedings

  • CEP classification

  • OECD FORD branch

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Result continuities

  • Project

  • 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

  • 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