严肃游戏、知识获取与冲突解决:作为和平教育工具的 PeaceMaker 案例

IF 3 2区 社会学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Iolie Nicolaidou, Ronit Kampf
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引用次数: 0

摘要

在棘手的以巴冲突中,以色列犹太人和巴勒斯坦人由于情绪激动和普遍的种族中心 主义,不容易接触到关于 "他人 "的相互矛盾的信息。像 PeaceMaker 这样的严肃游戏被用作和平教育的创新干预措施。和平缔造者 "游戏的获胜表明,解决冲突的技能得到了提高,并形成了对局势的知情观 点,这是解决冲突和建设和平所必需的。文献中严重缺乏对亲社会游戏在冲突与和平教育中有效性的评估。我们研究了以巴冲突电脑模拟游戏对提高作为直接当事方(即以色列犹太人和巴勒斯 坦人)和第三方(即美国人和塞浦路斯人)的本科生玩家对冲突和 "他人 "的认识的效 果。此外,我们还调查了在游戏中获胜和未获胜的直接方和第三方之间的知识差距。通过问卷调查,我们采用干预前和干预后的研究设计,对 168 名本科生进行了准实验研究。我们发现,在玩过 PeaceMaker 之后,冲突的直接当事方对另一方的了解明显增多,第三方对冲突的了解也明显增多。此外,PeaceMaker 使游戏获胜方与未获胜方之间的知识差距最小化,而使游戏获胜方与未获胜方之间的知识差距增大。我们的研究结果表明,严肃游戏可能是和平教育的有效干预措施,因为它们似乎增强了人们对冲突的了解,尤其是作为冲突直接当事方的年轻人对 "他人 "的了解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Serious Games, Knowledge Acquisition, and Conflict Resolution: The Case of PeaceMaker as a Peace Education Tool
Israeli-Jews and Palestinians cannot easily be exposed to contradicting information about “the other” in the intractable Israeli-Palestinian conflict because of the emotionally charged situation and prevailing ethnocentrism. Serious games like PeaceMaker are used as innovative interventions for peace education. Winning PeaceMaker indicates better conflict resolution skills and developing an informative viewpoint regarding the situation, which is required for conflict resolution and peacebuilding. The evaluation of the effectiveness of prosocial games in educating about conflict and peace in the literature is severely lacking. We examine the effects of this computerized simulation of the Israeli–Palestinian conflict on enhancing knowledge about the conflict and “the other” among undergraduate players who are direct parties (i.e., Israeli-Jews and Palestinians) and third parties (i.e., Americans and Cypriots). In addition, we investigate the knowledge gap between direct parties and third parties who won and did not win the game. Using questionnaires, we conducted a quasi-experimental study with 168 undergraduates using a pre- and post-intervention research design. We found that direct parties to the conflict acquired significantly more knowledge about the other side, and third parties acquired significantly more knowledge about the conflict after playing PeaceMaker. In addition, PeaceMaker minimized the knowledge gap after playing the game among direct parties who won the game and those who did not win and increased the knowledge gap between third parties who won the game and those who did not win. Our results suggest that serious games might be effective interventions for peace education, because they appear to enhance knowledge about the conflict, and about “the other” particularly for young people who are direct parties to this divide.
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来源期刊
Social Science Computer Review
Social Science Computer Review 社会科学-计算机:跨学科应用
CiteScore
9.00
自引率
4.90%
发文量
95
审稿时长
>12 weeks
期刊介绍: Unique Scope Social Science Computer Review is an interdisciplinary journal covering social science instructional and research applications of computing, as well as societal impacts of informational technology. Topics included: artificial intelligence, business, computational social science theory, computer-assisted survey research, computer-based qualitative analysis, computer simulation, economic modeling, electronic modeling, electronic publishing, geographic information systems, instrumentation and research tools, public administration, social impacts of computing and telecommunications, software evaluation, world-wide web resources for social scientists. Interdisciplinary Nature Because the Uses and impacts of computing are interdisciplinary, so is Social Science Computer Review. The journal is of direct relevance to scholars and scientists in a wide variety of disciplines. In its pages you''ll find work in the following areas: sociology, anthropology, political science, economics, psychology, computer literacy, computer applications, and methodology.
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