How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game?

被引:102
作者
Bachen, Christine M. [1 ]
Hernandez-Ramos, Pedro [2 ]
Raphael, Chad [1 ]
Waldron, Amanda [3 ]
机构
[1] Santa Clara Univ, Dept Commun, 500 El Camino Real, Santa Clara, CA 95053 USA
[2] Santa Clara Univ, Dept Educ, 500 El Camino Real, Santa Clara, CA 95053 USA
[3] Santa Clara Univ, 500 El Camino Real, Santa Clara, CA 95053 USA
关键词
Presence; Flow; Identification; Empathy; Interest in learning; Games and simulations; SCALE; METAANALYSIS; PERFORMANCE; VALIDATION; CHALLENGE; GENDER; SKILLS; MODEL;
D O I
10.1016/j.chb.2016.06.043
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This study develops and tests an integrated model of how three psychological variables presence, flow, and character identification contribute to interest in learning and empathy with people from other cultures through a simulation game. U.S. college students played one of two roles (an American journalist or Haitian survivor) in the game that dealt with the aftermath of the 2010 Haiti earthquake. Presence was a powerful predictor of flow, character identification, and empathy felt during the games. Furthermore, empathy experienced by game play significantly predicted interest in learning more about the game topics. Flow and identification made secondary contributions to learning outcomes, with flow mediating the effect of presence on males' empathy and identification contributing to females' interest in learning. While the proposed model was generally successful at predicting outcomes, it did a better job of accounting for the experience of participants who played a role rooted in their own culture (the journalist) than in a different culture (the survivor), and for female than male players. Our results suggest that serious game designers should prioritize inducing empathy and immersive presence in players, giving secondary attention to designing for flow and character identification. (C) 2016 Elsevier Ltd. All rights reserved.
引用
收藏
页码:77 / 87
页数:11
相关论文
共 65 条
[1]   The concept of flow in collaborative game-based learning [J].
Admiraal, Wilfried ;
Huizenga, Jantina ;
Akkerman, Sanne ;
ten Dam, Geert .
COMPUTERS IN HUMAN BEHAVIOR, 2011, 27 (03) :1185-1194
[2]   Towards a conceptual framework for assessing the effectiveness of digital game-based learning [J].
All, Anissa ;
Castellar, Elena Patricia Nunez ;
Van Looy, Jan .
COMPUTERS & EDUCATION, 2015, 88 :29-37
[3]  
[Anonymous], 2014, DAVIDKENNY
[4]  
[Anonymous], 2001, MASS COMMUN SOC, DOI DOI 10.1207/S15327825MCS0403_01
[5]   Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games [J].
Bachen, Christine M. ;
Hernandez-Ramo, Pedro F. ;
Raphael, Chad .
SIMULATION & GAMING, 2012, 43 (04) :437-460
[6]  
Batson C.D., 2009, OXFORD HDB POSITIVE, VSecond, P417, DOI DOI 10.1093/OXFORDHB/9780195187243.013.0039
[7]  
Bogost I., 2010, Newsgames: Journalism at play
[8]   Exploring the influence of gender and gaming competence on attitudes towards using instructional games [J].
Bonanno, Philip ;
Kommers, P. A. M. .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2008, 39 (01) :97-109
[9]   Students' perceptions about the use of video games in the classroom [J].
Bourgonjon, Jeroen ;
Valcke, Martin ;
Soetaert, Ronald ;
Schellens, Tammy .
COMPUTERS & EDUCATION, 2010, 54 (04) :1145-1156
[10]  
Cohen J, 2006, PSYCHOLOGY OF ENTERTAINMENT, P183