scholarly journals Serious games going beyond the Call of Duty: Impact of an advertising literacy mini-game platform on adolescents’ motivational outcomes through user experiences and learning outcomes

Author(s):  
Steffi De Jans ◽  
Liselot Hudders ◽  
Laura Herrewijn ◽  
Klara Van Geit ◽  
Veroline Cauberghe

As adolescents’ advertising literacy is not yet fully developed with regard to non-traditional advertising, they should be made more resilient to this contemporary advertising. Therefore, the current study conducted a three-level, between-subjects experiment (advertising literacy intervention: control condition versus informational booklet versus serious mini-game platform) to examine the effectiveness of advertising literacy interventions among adolescents (aged ten to sixteen). The results showed that an advertising literacy intervention (compared to no intervention) increased Belgian adolescents’ (N = 211, Mage = 13.22) perceived dispositional advertising literacy, and subsequently, their motivation to critically reflect on advertising. In addition, the advertising literacy serious mini-game platform (compared to the informational booklet) increased the experience of flow among the adolescents, which in turn positively affected enjoyment, and perceived learning. Perceived learning then further increased adolescents’ motivation to critically reflect on advertising and their motivation to interact with the learning materials.

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Andreas Alexiou ◽  
Michaéla C. Schippers ◽  
Ilan Oshri ◽  
Spyros Angelopoulos

PurposeThis study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.Design/methodology/approachThe authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes.FindingsThe findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow.Research limitations/implicationsThis study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games.Practical implicationsThe findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games.Originality/valuePrior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.


2013 ◽  
Author(s):  
Maartje Buijs ◽  
Wilfried Admiraal

2016 ◽  
Author(s):  
Sean B. Eom ◽  
Nicholas Ashill

2020 ◽  
Vol 11 ◽  
Author(s):  
Oh-Ryeong Ha ◽  
Haley J. Killian ◽  
Ann M. Davis ◽  
Seung-Lark Lim ◽  
Jared M. Bruce ◽  
...  

Children are vulnerable to adverse effects of food advertising. Food commercials are known to increase hedonic, taste-oriented, and unhealthy food decisions. The current study examined how promoting resilience to food commercials impacted susceptibility to unhealthy food decision-making in children. To promote resilience to food commercials, we utilized the food advertising literacy intervention intended to enhance cognitive skepticism and critical thinking, and decrease positive attitudes toward commercials. Thirty-six children aged 8–12 years were randomly assigned to the food advertising literacy intervention or the control condition. Eighteen children received four brief intervention sessions via video over 1 week period. In each session, children watched six food commercials with interspersed embedded intervention narratives. While watching food commercials and narratives, children were encouraged to speak their thoughts out loud spontaneously (“think-aloud”), which provided children's attitudes toward commercials. Eighteen children in the control condition had four control sessions over 1 week, and watched the same food commercials without intervention narratives while thinking aloud. The first and last sessions were held in the laboratory, and the second and third sessions were held at the children's homes. Susceptibility to unhealthy food decision-making was indicated by the decision weights of taste attributes, taste perception, food choices, ad libitum snacking, and cognitive and affective attitudes toward food commercials. As hypothesized, the intervention successfully decreased susceptibility to unhealthy food decision-making evidenced by reduced decision weights of the taste in food decisions, decreased tasty perception of unhealthy foods, and increased cognitive skepticism and critical thinking toward food commercials. In addition, as children's opinions assimilated to intervention narratives, their cognitive skepticism and critical thinking toward commercials increased. The aforementioned results were not shown in the control condition. However, this brief intervention was not enough to change actual food choices or food consumption. Results of this study suggest that promoting resilience to food commercials by enhancing cognitive skepticism and critical thinking effectively reduced children's susceptibility to unhealthy food-decision making.


2011 ◽  
pp. 288-301
Author(s):  
Matt Seeney ◽  
Helen Routledge

One of the most important differentiators between Commercial Games and Serious Games is content; delivered in a way that is successfully integrated with engaging game play and achieves the desired learning outcomes by delivering skills and knowledge effectively to the end-user. This ability to integrate content effectively is the key to producing “killer” Serious Games that deliver demonstrable learning outcomes, business benefits and overall value. However, achieving this nirvana is not a trivial task. Utilising lessons learned and case studies, this chapter provides an overview of why this process can be so challenging, including the differing experiences from the perspective of three stakeholders (game designer, instructional designer/learning psychologist and subject matter expert), how to manage preconceptions and balance their priorities. The case studies will also show how different methodologies, techniques and technology have been applied to help solve this fundamental challenge of delivering a successful serious game. Advice is provided on how to facilitate this process, capture the correct requirements andcreate a design that meets and exceeds the expectations of all the stakeholders involved, including the client/customer and the end user.


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