Investigating the Role of Adaptivity in Video Games for Attitude Change

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2636

Keywords:

Game-based learning, Video games, Implicit and explicit attitudes, Persuasive games, Attitude change, Adaptivity

Abstract

Video games have become one of the most widespread forms of media in the 21st century, bringing interactive digital narratives to over 3 billion people globally. Like other media, video games feature topics from our society, culture, and history. Research has shown that narrative-driven video games have a unique potential to influence explicit and implicit attitudes toward the topics they depict. However, the concrete mechanisms through which video games shape our attitudes remain unclear. Identifying the mechanisms behind the attitude-shaping effect would help to design more effective educational games and simulations. One aspect that reduces the potential of video games to change attitudes is a so-called credibility bias, a phenomenon where information contradicting one’s pre-existing beliefs is deemed less credible. For this reason, our work focuses on employing adaptivity to improve the attitude-shaping effect of video games. We hypothesize that adapting gameplay elements based on players’ pre-existing attitudes will mitigate the credibility bias, leading to greater attitude changes and enhanced game enjoyment compared to a static presentation. We propose assessing players’ attitudes before playing and adapting the game content accordingly, utilizing in-game metrics to track players’ actions to further refine the content. This work focuses on adapting highlights in user interfaces, narrative-related messages, and in-game goals. To empirically test our hypothesis, we have developed two versions of a video game – an experimental version featuring adaptive game elements and a control version with static content. For this proof-of-concept experiment, we have chosen the topic of electromobility, but we designed the adaptive elements to be usable with any topic. The experimental game is a delivery manager simulator featuring electric and combustion engine cars, with the aim of showcasing the usability and advantages of electric cars. Our experimental design involves a pretest-posttest setup with an experimental and a control group. We utilize measures for implicit and explicit attitudes and game enjoyment. This empirical study will bring valuable data reacting to the identified research gap. Should the adaptive approach prove to be usable, it could be widely utilized to improve the attitude-shaping potential of educational games.

Author Biographies

David Šosvald, Charles University, Prague, Czech Republic

David Šosvald graduated from Charles University in 2023 with a degree in Visual Computing and Game Development. Now pursuing a PhD, focusing his research on the impact of adaptive game elements on players' attitudes in video games. He also takes part in the Erasmus+ grant Gamebadges, developing a badge ecosystem for the European game industry.

Lukáš Kolek, Charles University, Prague, Czech Republic

As a researcher, Lukas Kolek focuses on the influence of video games on players. He is particularly interested in attitudinal research. As CEO of Charles Games, Lukas has developed several award-winning video games, including the climate game Beecarbonize, the historical game Svoboda 1945: Liberation, and Playing Kafka.

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Published

2024-10-07