TY - JOUR
T1 - Amplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative‐Based Serious Game
AU - Wei, Lewen
AU - Schmierbach, Mike
AU - Liu, Bingjie
AU - Kang, Jin
AU - Chen, Cheng
AU - Dardis, Frank E.
AU - Tan, Ryan
AU - Cohen, Olivia
N1 - Publisher Copyright:
© 2025 by the author(s).
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/85208439846
UR - https://www.scopus.com/pages/publications/85208439846#tab=citedBy
U2 - 10.17645/mac.8637
DO - 10.17645/mac.8637
M3 - Article
AN - SCOPUS:85208439846
SN - 2183-2439
VL - 13
JO - Media and Communication
JF - Media and Communication
M1 - 8637
ER -