Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
DH2025 proceedings
ISBN
978-3-03868-277-6
ISSN
3106-3640
e-ISSN
—
Počet stran výsledku
10
Strana od-do
1-10
Název nakladatele
The Eurographics Association
Místo vydání
Goslar, Německo
Místo konání akce
Sienna
Datum konání akce
8. 9. 2025
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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