The Handbook of Applied Communication Research 2020
DOI: 10.1002/9781119399926.ch9
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Serious Games as Communicative Tools for Attitudinal and Behavioral Change

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Cited by 9 publications
(16 citation statements)
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“…1). Community attributes, governance arrangements, and the biophysical environment are important real-life context dimensions (Ostrom 2011, Muhamad andKim 2020).…”
Section: Conceptualizing How Games Can Influence Behaviormentioning
confidence: 99%
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“…1). Community attributes, governance arrangements, and the biophysical environment are important real-life context dimensions (Ostrom 2011, Muhamad andKim 2020).…”
Section: Conceptualizing How Games Can Influence Behaviormentioning
confidence: 99%
“…The approach contrasts with more formal presentations of abstract knowledge that are common in many forms of teaching or costly learning-by-doing in real life (Hertzog et al 2014, Flood et al 2018. Games create a relatively low-risk forum for experiencing and discussing the complexities of social-ecological systems and allow for exploring behavior that is too risky in real life (Starks 2014, Speelman et al 2018, Muhamad and Kim 2020. Using games can lead directly to inventing and negotiating rules, including enforcement mechanisms (Woodhill 2010).…”
Section: Introductionmentioning
confidence: 99%
“…Since the early 1990s, the mass media have engaged in HIV/AIDS prevention and control, and they are now regarded as an effective "vaccine" against HIV infection. Among various media forms, serious games advocate the idea of entertainment education, expose social injustice, and reflect on discrimination; they are thus an effective intervention for communicating prosocial information [24]. HIV/AIDS educational games can be classified into many types, including racing games (eg, Fast Car: Travelling Safely Around the World), board games (eg, Make a Positive Start Today!…”
Section: Effects Of Serious Games On Hiv-related Stigmamentioning
confidence: 99%
“…Based on the entertainment overcoming resistance model (EORM), entertainment education media can overcome resistance from the audience by way of narratives, thus having a more positive effect on persuasion compared to traditional educational methods [25,26]. Digital games enable learning from interactive experience, which no other interventions can match [27]; they can also change attitude and behavior in an engaging environment [24]. The entertainment education strategy of serious games can make HIV/AIDS-related experiences more perceptible and familiar to players.…”
Section: Effects Of Serious Games On Hiv-related Stigmamentioning
confidence: 99%
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