Videogames: escapism or an effective tool for anticorruption enlightenment?

A. L. Melnikova, A. S. Mitsul
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Abstract

Objective: to analyze video games with anticorruption components and to make a conclusion of the possibility to use them in anticorruption education with various mechanics, plots and narratives.Methods: analysis and summarization of the narrative of commercial video games, studies of the scientific literature and research aimed at revealing the influence of video games on a player’s cognitive abilities, as well as studying the possibilities of using video games in education and enlightenment allowed us to assume that video games may be used as an auxiliary instrument for anticorruption enlightenment.Also, we analyzed the audience of video games players to determine its relevancy for the goals of anticorruption education. According to the goals of anticorruption education identified by us, namely: ability to distinguish corruption and its types, developing negative attitude to corruption and positive attitude to a whistle-blower, illustration of short-term and long-term consequences of corruption – we performed a critical analysis of the video games narrative in order to identify the ones most appropriate for anticorruption education.Results: in the work, we studied the educational potential of video games and determined the efficiency level of their influence of the educational process. By the example of particular game projects, we proved in practice the expediency of using video games as a tool of anticorruption education.Scientific novelty: the article proves inexpediency of assessing video games exclusively as a form of escapism and, for the first time, specifies the examples of practical implementation of commercial video games, not being training programs or simulators, for organization of anticorruption education.Practical significance: the main conclusions of the article can be used in practical activity when developing long-term strategies and programs of anticorruption education, as well as within the activity of developing video games to assess longterm consequences of the narrative used.
电子游戏:逃避现实还是反腐启蒙的有效工具?
目的:分析带有反腐元素的电子游戏,通过不同的机制、情节和叙事,总结电子游戏在反腐教育中的应用可能性。方法:分析和总结商业电子游戏的叙事,研究科学文献和旨在揭示电子游戏对玩家认知能力的影响的研究,以及研究将电子游戏用于教育和启蒙的可能性,使我们假设电子游戏可能被用作反腐败启蒙的辅助工具。此外,我们分析了电子游戏玩家的受众,以确定其与反腐败教育目标的相关性。根据我们确定的反腐败教育目标,即:区分腐败及其类型的能力,培养对腐败的消极态度和对举报人的积极态度,说明腐败的短期和长期后果-我们对电子游戏叙事进行了批判性分析,以确定最适合反腐败教育的电子游戏。结果:在工作中,我们研究了电子游戏的教育潜力,确定了电子游戏对教育过程影响的效率水平。通过具体的游戏项目,我们在实践中证明了将电子游戏作为反腐教育工具的方便性。科学的新颖性:本文证明了将电子游戏作为一种逃避现实的形式进行评估是不恰当的,并且第一次详细说明了商业电子游戏的实际实施例子,而不是培训计划或模拟器,用于组织反腐败教育。实践意义:本文的主要结论可以用于制定长期反腐教育战略和项目的实践活动,也可以用于开发电子游戏的活动中,以评估所使用的叙事的长期后果。
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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