Author
Listed:
- Lewen Wei
(School of the Arts and Media, University of New South Wales, Australia)
- Mike Schmierbach
(Donald P. Bellisario College of Communications, Pennsylvania State University, USA)
- Bingjie Liu
(School of Communication, The Ohio State University, USA)
- Jin Kang
(School of Information Technology, Carleton University, Canada)
- Cheng Chen
(School of Communications, Elon University, USA)
- Frank E. Dardis
(Donald P. Bellisario College of Communications, Pennsylvania State University, USA)
- Ryan Tan
(College of Journalism and Mass Communications, University of Nebraska – Lincoln, USA)
- Olivia Cohen
(Lew Klein College of Media and Communication, Temple University, USA)
Abstract
The rise and development of serious games have shown promise in addressing critical social issues, including school bullying. However, prior work often compares game-based interventions with the conventional non-game approach, failing to generate insights about which game features should be emphasized to create more effective games. To bridge this research gap, in light of video games’ advantages for creating immersive experiences that benefit persuasion, we created a narrative-based serious game addressing school bullying and conducted two studies (Study 1, N = 130; Study 2, N = 250) to explore the persuasive effects of two game features, respectively player–avatar similarity and in-game control, on player experience (including player–avatar identification, narrative engagement, and empathy) and prosocial intention. We found mixed results subject to player perspective such that only when players took the bully’s perspective did one of the game features—in-game control—successfully create the intended empathy via amplified narrative engagement toward the desirable prosocial intention.
Suggested Citation
Lewen Wei & Mike Schmierbach & Bingjie Liu & Jin Kang & Cheng Chen & Frank E. Dardis & Ryan Tan & Olivia Cohen, 2025.
"Amplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative-Based Serious Game,"
Media and Communication, Cogitatio Press, vol. 13.
Handle:
RePEc:cog:meanco:v13:y:2025:a:8637
DOI: 10.17645/mac.8637
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