A Systematic Literature Review on the Use of Games for Attitude Change: Searching for Factors Influencing Civil Servants' Attitudes

F. Kleiman, S. Meijer, M. Janssen
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引用次数: 1

Abstract

Governments are increasingly using games for civic engagement, decision making, and education. Serious gaming is a type of game that has often been advocated as a means for changing the attitude of its players and can be used for changing the attitude of civil servants. However, the relationship between games and attitude change in civil servants remains unexplored. This paper aims at identifying factors leading to attitude change of civil servants. As hardly any paper is focused on civil servants' attitude change through games, the authors broaden their research to attitude change through games in general. Out of 483 documents, 19 reference papers were analyzed in detail. Eighty-one games were found, and more than 13 different theories were identified containing 30 different influencing factors, which were found mostly to be unrelated and context-dependent. The conceptual dispersion between studies indicates that the resulting overview of factors is a first step towards creating a uniform theory. The results can help governments to design better games.
运用游戏改变公务员态度的系统文献综述:寻找影响公务员态度的因素
政府越来越多地利用游戏进行公民参与、决策和教育。严肃游戏是一种经常被提倡作为改变玩家态度的手段的游戏,可以用来改变公务员的态度。然而,游戏与公务员态度转变之间的关系仍未得到研究。本文旨在找出导致公务员态度转变的因素。由于很少有论文关注公务员通过游戏的态度变化,因此作者将研究范围扩大到一般的通过游戏的态度变化。在483篇文献中,对19篇参考文献进行了详细分析。他们发现了81个游戏,发现了超过13种不同的理论,其中包含30种不同的影响因素,这些因素大多是不相关的,并且依赖于情境。研究之间的概念差异表明,由此产生的因素概述是建立统一理论的第一步。研究结果可以帮助政府设计出更好的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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