Diverse Perspectives: An Inclusive Serious Game for (International) Students

被引:1
作者
Peters Rit, Geertje [1 ]
Volk, Anja [1 ]
Hauptmann, Hanna [1 ]
机构
[1] Utrecht University, Utrecht
关键词
diversity; human computer interaction; inclusion; serious games;
D O I
10.1145/3677067
中图分类号
学科分类号
摘要
Universities have increasingly diverse student populations. While a greater variety of students' backgrounds, skills and abilities exist, this does not necessarily mean they have more inclusive interactions. A lack of inclusive interactions can cause negative biases against people who are different from oneself. One strategy to mitigate bias is exposure to situations where students encounter social dilemmas with others and are stimulated to reflect on their interactions. These experiences could be simulated within a serious game as a safe learning environment. Moreover, serious games allow the player to broaden their mental perspective by showing the world through the eyes of others. This paper presents the design and evaluation of the serious game called Diverse Perspectives. This visual novel with multiple endings captures social dilemmas and allows the player to view them from a different angle through perspective switches. We evaluate Diverse Perspectives with quantitative (N = 32) and qualitative measures on attitude towards diversity and gaming experience measured with the Shortened Version of the Miville-Guzman Universality-Diversity Scale and the Game Experience Questionnaire. Participants indicate they find the perspective switch helpful as it creates an understanding of the other person's view. © 2024 ACM.
引用
收藏
相关论文
共 53 条
[1]  
Allen K.-A., Gray D.L., Baumeister R.F., Leary M.R., The need to belong: A deep dive into the origins, implications, and future of a foundational construct, Educational Psychology Review, 34, 2, pp. 1133-1156, (2022)
[2]  
Backx S., Chen S., Mantz T., Rit G.P., Vleeshouwers C., Change Perspective: A Serious Game For Cultural Integration Between International And Dutch Students, (2022)
[3]  
Banakou D., Beacco A., Neyret S., Blasco-Oliver M., Seinfeld S., Slater M., Virtual body ownership and its consequences for implicit racial bias are dependent on social context, Royal Society open science, 7, 12, (2020)
[4]  
Yanez A.G.B., Alonso-Fernandez C., Manjon B.F., Review of serious games to educate on gender equality, Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 662-668, (2020)
[5]  
Belman J., Flanagan M., Designing games to foster empathy, International Journal of Cognitive Technology, 15, 1, (2010)
[6]  
Berger C.R., Calabrese R.J., Some explorations in initial interaction and beyond: Toward a developmental theory of interpersonal communication, Human communication research, 1, 2, pp. 99-112, (1974)
[7]  
Blandford A., Furniss D., Makri S., Qualitative HCI research: Going behind the scenes, Synthesis lectures on human-centered informatics, 9, 1, pp. 1-115, (2016)
[8]  
Braun V., Clarke V., Using thematic analysis in psychology, Qualitative research in psychology, 3, 2, pp. 77-101, (2006)
[9]  
Brereton J.S., Young K., Establishing social learning in an engineering MOOC: Benefits for diversity and inclusion in engineering education, Sustainability, 14, 9, pp. 1-24, (2022)
[10]  
Cialdini R.B., Goldstein N.J., Social influence: Compliance and conformity, Annual Review of Psychology, 55, pp. 591-621, (2004)