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Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design

机译:视频游戏和态度的变化 - 我们可以可靠地衡量这个吗?实证研究设计的挑战

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The aim of this paper is to address methodologically the challenges that arise when measuring attitude changes toward video game content. Drawing on findings from two pilot studies (N = 18, 25) and field notes from an ongoing empirical study (N = 140), we have identified three key challenges: reliability of measurement of attitudes, standardization of game experience for each participant, and measurement of attitudes toward socially sensitive topics. In this paper, we outline our research design that tried to address these challenges. In particular, we propose modifying the game, used as a research tool, to maintain player agency while ensuring all players engage with the measured phenomena. We also recommend using the concept of attitude strength in order to measure effectively attitudes toward socially sensitive topics. Overall, this paper provides preliminary insight into research on video games and attitude change within the field of digital game-based learning.
机译:本文的目的是解决方法论地解决衡量视频游戏内容的态度变化时出现的挑战。从持续的经验研究(n = 140)(n = 140)中绘制了两个试验研究(n = 18,25)和现场笔记,我们确定了三个关键挑战:态度测量的可靠性,每个参与者的游戏经验标准化对社会敏感主题的态度测量。在本文中,我们概述了我们的研究设计,试图解决这些挑战。特别是,我们建议修改游戏,用作研究工具,维护玩家机构,同时确保所有玩家与测量的现象啮合。我们还建议使用态度强度的概念,以便有效地衡量对社会敏感的主题的态度。总体而言,本文为基于数字比赛的学习领域的视频游戏和态度变化的研究提供了初步洞察。

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