Experimental research on games for climate change engagement 2022
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The aim of the study was to explore the potential of games for climate change engagement. The study is part of the "Our Planet at Play" project, which developed a new digital game to promote citizens' engagement with climate change and climate action, titled "Climate Connected: Outbreak". The questionnaire is partly based on a set of pre-designed questionnaires. For more information on the construction of the questionnaire, see the section Related Materials. The study was carried out in the Ludus laboratory at Tampere University, where participants played the game in immersive VR, played on a computer screen, or read a text with the same information as the game. In two of the groups, the participants were exposed to a version of the PC game and the text occurring in Tampere, Finland. Respondents answered some of the questions before entering the lab. The variables describing these questions are DemGender, DemAge, DemBorn, DemResidence, DemEdu, EnvId, StdArcPre, SdtMotPre, DistPre, ClimAttPre, IssInvPre, EnvEffPre, PlacAtt, CultIndiv, CultHierarchy, SocDes. The other questions and variables were answered after the experience. First, the survey asked respondents about their knowledge of climate change and infectious diseases before and after participating in the virtual reality experience. This was followed by more detailed questions about participants' experience and also about their relationship with climate change and the environment. Next, the survey asked respondents about their pro-environmental motivations and attitudes before and after the virtual reality experience. Participants were also asked about their attitudes towards climate change. Before the experience, wider attitudes and opinions about society were asked and a set of statements were presented for participants to rate whether they described them. After the experience, respondents were then asked what actions they were prepared to take on a regular basis in relation to climate change. The background variables included gender, age, country or region of birth, place of residence and level of education.
本研究的目的是探讨游戏在气候变化参与方面的潜力。该研究是“我们的星球在游戏中”项目的组成部分,该项目开发了一款新的数字游戏,旨在促进公民对气候变化的参与及气候行动,游戏名为“气候相连:疫情”。问卷部分基于一套预先设计的问卷。有关问卷构建的更多信息,请参阅相关材料部分。研究在坦佩雷大学的Ludus实验室进行,参与者通过沉浸式VR、电脑屏幕或阅读与游戏相同信息的文本来玩游戏。在两组中,参与者接触到了在芬兰坦佩雷发生的PC游戏版本和文本。受访者在进入实验室前回答了一些问题。描述这些问题的变量包括DemGender(性别)、DemAge(年龄)、DemBorn(出生地)、DemResidence(居住地)、DemEdu(教育水平)、EnvId(环境标识)、StdArcPre(标准弧度前)、SdtMotPre(动机前)、DistPre(距离前)、ClimAttPre(气候态度前)、IssInvPre(发行邀请前)、EnvEffPre(环境效率前)、PlacAtt(地点态度)、CultIndiv(文化个体)、CultHierarchy(文化等级)、SocDes(社会描述)。其他问题和变量在体验之后回答。首先,调查询问了受访者在参与虚拟现实体验前后的气候变化和传染病知识。随后,调查详细询问了参与者的体验及其与气候变化和环境的关系。接着,调查询问了受访者在虚拟现实体验前后的亲环境动机和态度。参与者还被询问了对气候变化的看法。在体验之前,询问了更广泛的社会态度和观点,并为参与者提供了一系列陈述,让他们评估这些陈述是否描述了他们。体验之后,受访者被问及他们准备在日常与气候变化相关的事务中采取哪些行动。背景变量包括性别、年龄、出生国家或地区、居住地和教育水平。
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