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Exploring the use of arcade game elements for attitude change: : Two studies in the aviation safety domain

Published: 01 July 2019 Publication History

Highlights

Gamification and serious games still employ a limited set of game elements.
We explore the use of arcade game elements to change attitudes in aviation safety.
A first study compares the serious game we propose vs. the traditional safety card.
A second study assesses the effects of the serious game when used over a 1-week period.
Results highlight significant effects on attitudes and a mediating role of engagement.

Abstract

Gamification and serious games are increasingly employed for attitude change purposes. However, they frequently exploit a limited set of game elements, such as points, badges and leaderboards, and scarcely explore the use of more complex elements that make games engaging. In this paper, we focus on game elements from the arcade genre, and their use in serious games for attitude change. In particular, we propose a serious game for mobile devices that employs arcade game elements for attitude change in aviation safety, and we assess its effects with two different studies. The first study compares the immediate effects of the serious game vs. the traditional approach (safety card), showing that the game is more engaging and can improve attitudes towards aircraft emergencies in terms of users’ self-efficacy and perceived vulnerability to the risk. The second study assesses the effects of the serious game when used over time (1-week) in a naturalistic setting, showing that the game can engage users and increase knowledge about correct and wrong behaviors. In both studies, engagement turned out to play a mediating role that we analyze in detail.

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  • (2024)Improving Knowledge Retention and Perceived Control Through Serious Games: A Study About Assisted Emergency EvacuationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.329247330:8(5339-5349)Online publication date: 1-Aug-2024
  • (2022)Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual RealityVirtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry10.1007/978-3-031-06015-1_5(59-73)Online publication date: 26-Jun-2022
  • (2019)Strengthening gamification studiesInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.11.007127:C(1-6)Online publication date: 1-Jul-2019

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Published In

cover image International Journal of Human-Computer Studies
International Journal of Human-Computer Studies  Volume 127, Issue C
Jul 2019
225 pages

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Academic Press, Inc.

United States

Publication History

Published: 01 July 2019

Author Tags

  1. Serious games
  2. Arcade genre
  3. Attitude change
  4. Engagement
  5. User study
  6. Aviation safety

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View all
  • (2024)Improving Knowledge Retention and Perceived Control Through Serious Games: A Study About Assisted Emergency EvacuationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.329247330:8(5339-5349)Online publication date: 1-Aug-2024
  • (2022)Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual RealityVirtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry10.1007/978-3-031-06015-1_5(59-73)Online publication date: 26-Jun-2022
  • (2019)Strengthening gamification studiesInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.11.007127:C(1-6)Online publication date: 1-Jul-2019

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