The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games
Abstract
:1. Introduction
2. Research Questions
2.1. RQ1: Passive/Active Interaction and Factual/Spatial Knowledge in SGs
2.2. RQ2: Conceptual Knowledge and Meaningfulness in SGs
2.3. (RQ3) Concentration and Knowledge Acquisition in SGs
3. Experimental Methodology
3.1. Subjects
3.2. Methodology
3.3. Experimental Conditions
- −
- (s): all participants were asked to summarize the experience;
- −
- (Q2a): all participants filled Questionnaire 2a, for factual and conceptual knowledge;
- −
- (Q2b): all participants filled Questionnaire 2b for spatial knowledge;
- −
- (Q2c): only players (7 participants), filled Questionnaire 2c on spatial knowledge;
- −
- (Q2d): only players (same 7) filled Questionnaire 2d on spatial knowledge;
- −
- (d): 13 participants (all players, with a control group represented by the readers of the narrative story) were assigned the “Draw” task.
3.4. Experimental Procedure
3.5. Tasks
(rSN) There are ruins around [...]. Suddenly a deep and solemn voice somewhere: “In my 19th year, on my own initiative and expense, I raised an army and set the state free from the oppressive domination of a faction”. Where did that come from?!
(rSD) “While looking around with curiosity, the tourist finds an object on the stairs of a building with few still standing columns. The object is a shiny helmet. While the tourist moves closer to it, a solemn and deep voice starts talking, telling him that when he (the voice) was 19 years old, he raised an army to set the state free from the domination of a faction.”
3.6. Data Collection
3.7. Data Analysis
- a BSP (Binary Score Percentage): the percentage number of questions that were answered at least partially correct averaged over participants in the group (minimum possible: 0, maximum possible: 100%);
- a CSA (Correctness Score Average): the average correctness of answers, calculated by summing the score value (0–3) of each of the answers and averaging over participants in the group (minimum possible: 0, maximum: 3)
4. Results and Discussion
4.1. RQ1 Results: Passive/Active Interaction and Factual/Spatial Knowledge
4.2. RQ2 Results: Conceptual Knowledge and Meaningfulness
4.3. RQ3 Results: Concentration vs. Factual and Spatial Knowledge Recall
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. Abbreviations in alphabetical order
CH: | Cultural Heritage |
d: | drawing a map with details or comments |
EEN: | Educational Environmental Narrative |
ENViG: | Environmental Narrative Videogames |
f: | focusing or concentration exercise |
l: | listening task |
lSN: | listening a narrative version of the story task |
NiF: | Night in the Forum videogame |
pG: | playing game task |
PS VR: | PlayStation VR |
Q1: | Questionnaire for personal data and background information |
Q2a: | Questionnaire for factual and conceptual knowledge |
Q2b: | Questionnaire for spatial knowledge evaluation |
Q2c & Q2d: | Questionnaire on spatial knowledge |
r: | reading task |
RQ1: | Research Question 1 |
RQ2: | Research Question 2 |
RQ3: | Research Question 3 |
rSD: | reading a descriptive version of the story task |
rSN: | reading a narrative version of the story task |
s: | written short summary of the experience |
SG: | Serious Game |
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1-Active Interaction and Factual/Spatial Knowledge | 2-Conceptual Knowledge and Meaningfulness | 3-Concentration—Factual Knowledge | |
---|---|---|---|
Research Questions | (RQ1a), (RQ1b), (RQ1c) | (RQ2a), (RQ2b) | (RQ3) |
Tasks | pG/rS/lSN | pG/rS/lSN/d | f |
Evaluation Methods | Q2a/b/c/d | Q2a/b/s/d | Q1, Q2 |
Group | Tasks | Participants | Tools |
---|---|---|---|
A | f, pG | 4 | (s),(Q2a,b,c,d),(d) |
B | pG | 4 | (s),(Q2a,b,c,d),(d) |
C | f, rSN | 2 | (s),(Q2a,b),(d) |
D | f, rSD | 2 | (s),(Q2a,b),(d) |
E | rSN | 2 | (s),(Q2a,b),(d) |
F | rSD | 2 | (s),(Q2a,b),(d) |
G | f, lSN | 2 | (s),(Q2a,b) |
H | lSN | 2 | (s),(Q2a,b) |
All | A (p) | B (p) | C (rSN) | E (rSN) | D (rSD) | F (rSD) | G (lN) | H (lN) | |
---|---|---|---|---|---|---|---|---|---|
Overall BSP | 51% | 54% | 43% | 57% | 53% | 45% | 31% | 39% | 38% |
Overall CSA | 0.87 | 1.01 | 0.71 | 1.09 | 0.84 | 0.72 | 0.61 | 0.64 | 0.56 |
Q2a BSP | 46% | 45% | 39% | 72% | 57% | 43% | 38% | 43% | 36% |
Q2a CSA | 0.87 | 0.89 | 0.71 | 1.54 | 0.99 | 0.79 | 0.79 | 0.79 | 0.66 |
Q2b BSP | 57% | 63% | 47% | 43% | 48% | 46% | 25% | 36% | 39% |
Q2b CSA | 0.87 | 1.12 | 0.71 | 0.64 | 0.70 | 0.66 | 0.43 | 0.50 | 0.46 |
All | A-B (pG) | C-D-E-F-G-H | |
---|---|---|---|
Q2a BSP | 46% | 42% | 48.2% |
Q2a CSA | 0.87 | 0.8 | 0.9 |
All | A-B (pG) | C-D-E-F-G-H | |
Q2b BSP | 57% | 55% | 39.5% |
Q2b CSA | 0.87 | 0.91 | 0.56 |
Overall BSP | 51% | 48.5% | 43.83% |
Overall CSA | 0.87 | 1.36 | 0.74 |
Q2c | ---- | 67.5% | ---- |
Q2d | ---- | 30% | ---- |
All | A-B (pG) | CE (rSN) | DF (rSD) | GH (lSN) | |
---|---|---|---|---|---|
Q2a BSP | 46% | 42% | 64.5% | 40.5% | 39.5% |
Q2a CSA | 0.87 | 0.8 | 1.26 | 0.79 | 0.72 |
Q2b BSP | 57% | 55% | 45.5% | 35.5% | 37.5% |
Q2b CSA | 0.87 | 0.91 | 0.67 | 0.54 | 0.48 |
Overall BSP | 51% | 48.5% | 55% | 38% | 38.5% |
Overall CSA | 0.87 | 1.36 | 0.96 | 0.66 | 0.6 |
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Pescarin, S.; Martinez Pandiani, D.S. The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information 2022, 13, 567. https://doi.org/10.3390/info13120567
Pescarin S, Martinez Pandiani DS. The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information. 2022; 13(12):567. https://doi.org/10.3390/info13120567
Chicago/Turabian StylePescarin, Sofia, and Delfina S. Martinez Pandiani. 2022. "The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games" Information 13, no. 12: 567. https://doi.org/10.3390/info13120567
APA StylePescarin, S., & Martinez Pandiani, D. S. (2022). The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information, 13(12), 567. https://doi.org/10.3390/info13120567