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The Effect of Realistic and Fantastical Narrative Context on Perceived Relevance and Self-Efficacy in Serious Games

机译:现实和奇迹叙事语境对严重游戏中的相关性与自我效能的影响

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This study examined the differences between a game with a realistic narrative context and one with a more fantastical narrative context, in terms of perceived game relevance and game-specific self-efficacy. Users who played the game with the more realistic narrative exhibited greater perceived relevance and greater game-specific self-efficacy, in comparison with their counterparts. The more realistic narrative may allow for the material being learned to be better incorporated into the underlying narrative, thus increasing the perceived relevance of the game overall. The more realistic context may have yielded an increased gamespecific self-efficacy due to the increased feasibility of the actions users undertake in the game. Using Yi & Hwang's (2003) Technology Acceptance Model, we suggest that the increased game relevance and selfefficacy that result from a more realistic context can be used to increase the amount of time users spend using the learning game.
机译:本研究检测了与现实叙事情境的游戏之间的差异,以及在感知的游戏相关性和比赛特定的自我效能方面具有更加奇妙的叙事情境。与他们的同行相比,使用更现实的叙述与更现实的叙述更现实的叙述的用户表现出更大的感知相关性和更高的游戏自我效能。更现实的叙述可能允许学习的材料更好地纳入潜在的叙事中,从而增加了整体游戏的感知性。由于用户在游戏中进行的可行性增加,更现实的背景可能产生了增加的Gamsicific自我效能。使用Yi&Hwang的(2003)技术验收模型,我们建议增加由更现实的背景引起的游戏相关性和自息,可用于增加用户使用学习游戏的时间量。

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