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Autor/inThies-Brandner, Yvonne
TitelLet's Play it Safe! Entertainment-Education in the Digital Age.
Developing and Testing a Digital Entertainment-Education Game about HIV/AIDS Protection for Female Adolescents.
QuelleBremen: IRC-Library, Information Resource Center der Jacobs University Bremen (2014), XV, 342, 143 S.
PDF als Volltext kostenfreie Datei (1); PDF als Volltext kostenfreie Datei (2)  Link als defekt meldenVerfügbarkeit 
Bremen, Jacobs Univ., Diss., 2013.
Spracheenglisch
Dokumenttyponline; Monographie
URNurn:nbn:de:gbv:579-opus-1003973
SchlagwörterDigitale Medien; Unterhaltung; Computerspiel; Ausbildung; Dissertation; Entertainment
AbstractEntertainment-education (E-E) is a method to educate people through entertainment media products. Research has shown that E-E can have positive effects on people´s behavior, attitudes, knowledge, and interpersonal (peer) communication, and that it works with various media (products) such as radio, TV soap operas, comics etc. These have been non-interactive E-E programs; many theories explain their success on the basis of engaging narratives. The question is whether this strategy also works for interactive media like digital games. To test this, a digital E-E game called Supergöre was created. The game's educational topic was HIV/AIDS, and it was designed according to E-E guidelines. The game was developed in accordance with gender-related digital game research and evaluated within a comprehensive qualitative pilot study. To test its effects as an education product, 75 female adolescents aged 13 to 18 took part in the main study. It was hypothesized that girls who play the game Supergöre would reach significantly higher scores on the knowledge, interest, and follow-up communication posttests than girls in the control group. Additionally, perceived self-efficacy and personal risk perception concerning HIV/AIDS as well as involvement while playing the game were included as moderator/mediator variables. Data were collected via questionnaires. The independent variable (playing or not playing the game) was varied within a Solomon four-group design so as to avoid any influence of pretest sensitization on the results. Supergöre led to a significant increase in knowledge about HIV/AIDS. Involvement had an influence to some extent; highly involved participants reported significantly higher interest in the topic of HIV/AIDS than marginally involved participants. Overall, the present results imply that the digital game Supergöre was successful in informing the participating girls about HIV/AIDS, and that involvement seems to be an important mediator variable. (Orig.).
Erfasst vonDeutsche Nationalbibliothek, Frankfurt am Main
Update2016/3
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