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Designing a Serious Game “Events” and Investigating the Effectiveness in Modifying Confirmation Bias: A Single Subject Study

机译:设计严重的游戏“事件”并调查修改确认偏差的有效性:单一主题研究

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Confirmation cognitive bias can lead to systematic errors and problems in interpersonal relationships, professional decisions, and personal judgments in humans [1]. By educating them on how to mitigate this bias, people can become aware of this bias, but they usually recognize it in others and can less effectively eliminate it [5]. By integrating confirmation cognitive bias modification techniques and digital games, people have the opportunity to experience what they have learned and thus empirically and practically become aware of their bias and can replace the logical thinking pattern. The purpose of this research is to develop a method for cognitive bias modification by digital games. The game Events is designed to replace the biased pattern of thinking with logical pattern by an interactive story. Activities a player does in the game include selecting options to continue playing and answering questions to complete the mystery. Twine software was used to design the game. The statistical population of this study consisted of Tabriz University School of Electrical Engineering students who were identified as applying confirmation bias in the Wason test. The research design of this study was a single-subject experimental. The effectiveness of the game was assessed by studying the activity of the subjects in-game and in the pre-test and post-test. Tracking 7 subjects actions and post-test performance showed that the Events game had been able to modify 43% of cognitive bias in individuals.
机译:确认认知偏差会导致系统错误和人际关系问题,职业决策和个人判断在人类中[1]。通过教育他们如何减轻这种偏见,人们可以意识到这一偏见,但他们通常会在别人身上认识到它,并且可以减少有效消除它[5]。通过整合确认认知偏置修改技术和数字游戏,人们有机会体验他们所学到的,因此经验,实际上已经意识到了他们的偏见,可以取代逻辑思维模式。本研究的目的是开发一种用于通过数字游戏的认知偏置修改的方法。游戏事件旨在通过互动故事替换逻辑模式的偏见模式。活动在游戏中的活动包括选择选项以继续播放和回答问题以完成谜团。缠绕软件用于设计游戏。本研究的统计人口由塔德里兹大学电气工程学院组成,他们被确定为在水上测试中的应用确认偏见。该研究的研究设计是一个单一的实验。通过研究游戏中的受试者和预测试和测试后的主题的活动来评估游戏的有效性。跟踪7项受试者的行动和测试后性能显示,活动游戏能够修改个人中的43%认知偏见。

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