集合(抽象数据类型)
心理学
感觉
认知
电子游戏
应用心理学
包裹体(矿物)
社会心理学
公众参与
扎根理论
公共关系
社会学
定性研究
计算机科学
多媒体
社会科学
政治学
神经科学
程序设计语言
作者
Tania Ouariachi,María‐Dolores Olvera‐Lobo,José Gutiérrez-Pérez,Edward Maibach
标识
DOI:10.1080/13504622.2018.1545156
摘要
Video games have the potential to educate and engage people—especially young people—in climate change and energy issues by facilitating the development of helpful thoughts, feelings, and actions. The objective of the present article is to propose a set of game attributes that could maximise the cognitive, emotional, and behavioural engagement of players, and lay the foundations for future work. We have used semi-structured interviews with experts to identify a set of game attributes and a group discussion with teenagers to validate them. By applying grounded theory in our analysis of the experts’ responses, we have developed a framework for climate change engagement through serious games. It consists of 15 key attributes that we have classified in three dimensions: cognitive, emotional, and behavioural. Literature review drawn on sources in social psychology, communication and education has contributed to further explain and justify the inclusion of each of the attributes.
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