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Video Games and Attitude Change: A Meta-analysis

  • L Kolek*
  • , I Ropovik
  • , V. Sisler
  • , Herre van Oostendorp
  • , C Brom
  • *Corresponding author for this work
  • Charles University

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Video games are increasingly portraying many topics that we face in our everyday lives. Yet we have only limited evidence about the way narrative games affect how we think about the topics they depict; in other words, about the link between these games and attitude change. Therefore, we conducted a meta-analysis of video games’ effect on attitudinal change. The findings suggest that narrative video games affect players’ attitudes towards the topics depicted in games. This effect was present in studies focused on changes in both implicit (g = 0.36, k = 18) and explicit attitudes (g = 0.24, k = 101). Longer intervention duration and game mechanics such as stereotyping and meaningful feedback resulted in larger implicit attitude change. Regarding the robustness of the underlying evidence, half of the included studies were judged to be at high risk of bias. On the other hand, the impact of publication bias in this literature was found to be negligible. Altogether, this meta-analysis provides evidence that video games shape how we think about topics they represent.

Original languageEnglish
Article number102225
Number of pages15
JournalContemporary Educational Psychology
Volume75
Early online date2023
DOIs
Publication statusPublished - Oct 2023

Bibliographical note

Publisher Copyright:
© 2023 Elsevier Inc.

Funding

For this work, CB, LK and VS were supported by the PRIMUS/HUM/03 project at Charles University. IR and VS were supported by NPO Systemic Risk Institute LX22NPO5101 funded by European Union – Next Generation EU. IR was further supported by PRIMUS/20/HUM/009 and APVV-18-0140 grants. VS was further supported by KREASCZ.02.1.01/0.0/0.0/16_019/0000734. We would like to thank Markéta Matějová and Veronika Petrova for their help in checking the data. For this work, CB, LK and VS were supported by the PRIMUS/HUM/03 project at Charles University. IR and VS were supported by NPO Systemic Risk Institute LX22NPO5101 funded by European Union – Next Generation EU. IR was further supported by PRIMUS/20/HUM/009 and APVV-18-0140 grants. VS was further supported by KREASCZ.02.1.01/0.0/0.0/16_019/0000734. We would like to thank Markéta Matějová and Veronika Petrova for their help in checking the data.

FundersFunder number
KREASCZ.02.1.01/0.0/0.0/16_019/0000734
Univerzita Karlova v PrazeLX22NPO5101
European CommissionAPVV-18-0140, PRIMUS/20/HUM/009

    Keywords

    • Attitudes
    • Video games
    • Meta-analysis
    • Game mechanics
    • Persuasion
    • Attitude change

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