This study shows the results gathered from 141 subjects playing the persuasive urban game A Hostile World via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage) - explicitly fostered by A Hostile World to increase empathy toward immigrants and foreigners - in triggering an effective learning outcome. A multidisciplinary approach that draws its principles from Sociology, Game Design and Education Studies was applied to lead and structure the analysis. Empirically, a quantitative survey was disseminated to n:141 players addressing negativity and play. Results show that negative experiences in ludic environments offer a precious support if well pondered. Findings are noteworthy because they allow to reflect on negativity and gaming with the support of an empirical investigation, which is a significant source of data for grounded and tangible follow-ups. Therefore, implications concern both scholars and practitioners who intend to use and explore negative emotions in gaming.
Negative Experiences as Learning Trigger: A Play Experience Empirical Research on a Game for Social Change Case Study
MARIANI, ILARIA;
2016-01-01
Abstract
This study shows the results gathered from 141 subjects playing the persuasive urban game A Hostile World via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage) - explicitly fostered by A Hostile World to increase empathy toward immigrants and foreigners - in triggering an effective learning outcome. A multidisciplinary approach that draws its principles from Sociology, Game Design and Education Studies was applied to lead and structure the analysis. Empirically, a quantitative survey was disseminated to n:141 players addressing negativity and play. Results show that negative experiences in ludic environments offer a precious support if well pondered. Findings are noteworthy because they allow to reflect on negativity and gaming with the support of an empirical investigation, which is a significant source of data for grounded and tangible follow-ups. Therefore, implications concern both scholars and practitioners who intend to use and explore negative emotions in gaming.File | Dimensione | Formato | |
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