Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases


Martey Rosa Shaw Adrienne Stromer-Galley Jennifer Kenski Kate Clegg Benjamin Folkestad James Saulnier Emilie Strzalkowski Tomek
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

Educational games have proliferated, but questions remain about the effectiveness at teaching both in the short- and long-term. Also unclear is whether particular game features have positive effects on learning. To examine these issues, this paper describes a controlled experiment using an educational game that was professionally developed to teach about cognitive biases in decision making (Fundamental Attribution Error, Confirmation Bias, and Bias Blind Spot). This experiment examined the effects of game art and narrative on learning and compared the game conditions to a training video. Effects were measured immediately after the stimuli were given and then again eight weeks later. Results indicate that the educational game outperforms the training video immediately after exposure and that there are significant retention effects. Art and narrative were not significantly related to learning with the exception that minimal art game had a significant positive relationship with mitigating Bias Blind Spot at immediate post-test.

 

“He could be a bunny rabbit for all I care!”: Identification with video game characters and arguments for diversity in representation


Shaw Adrienne
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Little empirical research has investigated how players identify with video game characters. In this paper, I use data from interviews with video game players who are members of marginalized groups, to interrogate the links made between how players identify with video game characters and the importance of representation. I discuss how games’ ludic, bodily and socially interactive aspects result in players’ being self-reflexive rather than identifying with the game characters/avatars; whereas narrative aspects of games help players identify with characters. Different types of games, moreover, shape the types of relationships players have with the onscreen characters. This paper looks at the links between how players identify with different kinds of video game characters, and concludes with the implications this has for arguments about the importance of the representation of marginalized groups in video games.