Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games

dc.contributor.authorKolek, Lukášen_US
dc.contributor.authorŠosvald, Daviden_US
dc.contributor.authorFlores, Fernandaen_US
dc.contributor.authorHalilovic, Jasminkoen_US
dc.contributor.editorCampana, Stefanoen_US
dc.contributor.editorFerdani, Danieleen_US
dc.contributor.editorGraf, Holgeren_US
dc.contributor.editorGuidi, Gabrieleen_US
dc.contributor.editorHegarty, Zackaryen_US
dc.contributor.editorPescarin, Sofiaen_US
dc.contributor.editorRemondino, Fabioen_US
dc.date.accessioned2025-09-05T21:24:55Z
dc.date.available2025-09-05T21:24:55Z
dc.date.issued2025
dc.description.abstractVideo games offer new ways to engage audiences with cultural heritage beyond traditional museum settings. However, can video games authentically replicate the narrative depth of museum experiences while promoting the positive attitudinal impacts museums seek to achieve? This study investigates whether a narrative-driven video game, We Grew Up in War, inspired by historical research and curatorial practice can positively influence players' attitudes towards the depicted topics. The game employs complementary multiperspectivity, a storytelling strategy that presents different but thematically aligned perspectives focused on the topics of refugees and migration. Using a pretest-posttest design with experimental and control groups (n = 116), we measured both explicit and implicit attitude changes. Results show that players who played the game exhibited significantly more positive explicit attitudes than those in the control group (d = 0.33, p = .037). Implicit attitudes did not significantly differ between groups. A more detailed analysis showed that there was a statistically significant change in players' affective responses between the pretest and posttest, whereas no such significant change was observed in the cognitive or behavioral components of explicit attitudes. Despite using a short prototype of the game (approx. 23 minutes), these findings suggest that video games can be effectively employed in promoting cultural heritage and attitude change to wide audiences across geographical boundaries.en_US
dc.description.sectionheadersGame Design Methods and Applications
dc.description.seriesinformationDigital Heritage
dc.identifier.doi10.2312/dh.20253327
dc.identifier.isbn978-3-03868-277-6
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/dh.20253327
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/dh20253327
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing → Empirical studies in interaction design; User studies; Empirical studies in HCI; Applied computing → Interactive learning environments; Psychology; Computer games; Social and professional topics → Informal education; Adult education
dc.subjectHuman centered computing → Empirical studies in interaction design
dc.subjectUser studies
dc.subjectEmpirical studies in HCI
dc.subjectApplied computing → Interactive learning environments
dc.subjectPsychology
dc.subjectComputer games
dc.subjectSocial and professional topics → Informal education
dc.subjectAdult education
dc.titlePromoting Positive Attitudes Through Narrative-Driven Digital Heritage Gamesen_US
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