Academic literature on the topic 'Online video game'

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Journal articles on the topic "Online video game"

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Hokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.

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The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online vide
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Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

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Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill a
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Sari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.

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The purpose of this research is to explain the ddevelopment of 3D animated video media in traditional games of petak benteng for motor skills. The children (students) began to recognize the traditional game of petak benteng. Researchers developed a traditional game of petak benteng by using it as a 3D animated video to introduce the game. So that the game is not inferior to modern games. This researcher is a research and development (RnD). Sources of fata in this study are primary data and secondary data. The data techniques, and interviews. The result of this research is that 3D aniamtion vid
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Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues th
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Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

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AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it d
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Hamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.

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Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate potential relationships between general problem-solving styles and problem-solving approaches in video games. One hundred and thirty-eight undergraduate college students completed online surveys about their video game play and also an assessment of general
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Putra Perkasa, Sastradwija, and Dedi Rahman Nur. "Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary." Borneo Educational Journal (Borju) 2, no. 2 (2020): 73–77. http://dx.doi.org/10.24903/bej.v2i2.629.

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One of the online-based games that are popular right now is PUBG. This online-based game is good to be used as an alternative for the student to learn vocabulary. This study aims to compare whether to learn English vocabulary through PUBG online game than pre adopted course. This paper utilized a pre-test and post-test questionnaire to gather the data. There are observations and reactions to digital games. This study indicated that after playing PUBG the students' mean score is significantly higher than before playing the game, showing the beneficial effect of using video games to improve stud
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Eskasasnanda, I. Dewa Putu. "Causes and Effects of Online Video Game Playing among Junior-Senior High School Students in Malang East Java." KOMUNITAS: International Journal of Indonesian Society and Culture 9, no. 2 (2017): 191–202. http://dx.doi.org/10.15294/komunitas.v9i2.9565.

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Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied.
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings o
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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry hav
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Dissertations / Theses on the topic "Online video game"

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Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.

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Extensive computer use is creating a society where its citizens are communicating outside the norm of real life. These diversions from real life communication behavior have been named the Online Disinhibition Effect (ODE). The effect is a psychological model that is structured with different types of elements which can be triggered by different communication mediums. There are two sides of the effect; a benign, where compassion and a reveal of emotions are more likely, and a toxic, where anger, frustration and threats are in focus. In the online video game industry, ODE is active, but as the m
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Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the i
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Westerlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.

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The focus of this thesis is to investigate whether adding video communication inonline multiplayer video games will affect the game experience. The work uses usercentered design and a combination of qualitative and quantitative methods. Literaturereview, pre-study questionnaire and semi-structured interviews are used to create aprototype of a video chat overlay that can be used in games. The prototype is thenused in a quasi-experiment to test if adding a video chat will result in better gameexperience. Participants in the experiment play the same online multiplayer videogame without and with v
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McLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.

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Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys a
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Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.

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Vonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.

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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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Kubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.

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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Bullock, Katherine Mary. "The Reproduction of Hypermasculinity, Misogyny and Rape Culture in Online Video Game Interactions." Thesis, North Dakota State University, 2017. https://hdl.handle.net/10365/28667.

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Playing video games is a popular past time for many, and the introduction of online gaming allows people of various backgrounds to interact with one another. Yet, it is clear in the wake of incidences such as Gamergate which saw threats directed towards women, that gaming is still considered a male space that is hostile towards women. Through content analysis of online spaces, this research sought to understand how violence towards femininity manifests in gaming. Through Louis Althusser?s (1972) concept of Ideological State Apparatuses (ISAs) I explore how hypermasculine and misogynistic ideol
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Books on the topic "Online video game"

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Nintendo Wii Flash game creator's guide: Design, develop, and share your games online. McGraw-Hill, 2008.

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Perkins, Todd. Nintendo Wii Flash game creator's guide: Design, develop, and share your games online. McGraw-Hill, 2008.

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McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. Chelsea House, 2011.

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Avatars, personnages et acteurs virtuels. Presses de l'Université du Québec, 2013.

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Xian shang you xi kai fa yu jing ying zhi zhu zuo quan wen ti: Copyright issues of online game development and management. Jing ji bu zhi hui cai chan ju, 2008.

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Inc, ebrary, ed. Korea's online gaming empire. MIT Press, 2010.

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Chin, Elliott. Phantasy Star Online episode III: C.A.R.D. revolution : Prima's official strategy guide. Prima Games, 2004.

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Poolos, Jamie. Careers in online gaming. Rosen Pub., 2014.

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Frase, Tuesday. The official guide to Ultima Online. Origin Systems, 1997.

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Kawahara, Reki. Sword art online: Alicization rising. Yen Press, 2017.

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Book chapters on the topic "Online video game"

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Hussain, Ali, Ding Hooi Ting, Helmut Hlavacs, and Amir Zaib Abbasi. "In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_17.

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Ruggles, Christopher, Greg Wadley, and Martin R. Gibbs. "Online Community Building Techniques Used by Video Game Developers." In Entertainment Computing - ICEC 2005. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_12.

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Morelli, Tony. "Haptic Relay - Including Haptic Feedback in Online Video Game Streams." In Human-Computer Interaction. Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_37.

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Kwak, Haewoon, and Jeremy Blackburn. "Linguistic Analysis of Toxic Behavior in an Online Video Game." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15168-7_26.

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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education.The results remarkably revealed that remote co-creation using the technology-enhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.
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Dixon, Shanly, and Sandra Weber. "Playspaces, Childhood, and Video games." In Growing Up Online. Palgrave Macmillan US, 2007. http://dx.doi.org/10.1057/9780230607019_2.

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Cesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_39.

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Koenitz, Hartmut, and Noam Knoller. "Interactive Digital Narratives for iTV and Online Video." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_44.

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Cesar, Pablo, and David Geerts. "Social Interaction Design for Online Video and Television." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_39-1.

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Koenitz, Hartmut, and Noam Knoller. "Interactive Digital Narratives for iTV and Online Video." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_44-1.

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Conference papers on the topic "Online video game"

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Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.

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The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively.
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Hsu, Chia-chun A., Jim Ling, Qing Li, and C. C. J. Kuo. "The design of multiplayer online video game systems." In ITCom 2003, edited by Andrew G. Tescher, Bhaskaran Vasudev, V. Michael Bove, Jr., and Ajay Divakaran. SPIE, 2003. http://dx.doi.org/10.1117/12.512201.

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Silva, Pedro, Yasmin Amer, William Tsikerdanos, Jesse Shedd, Isabel Restrepo, and Janet Murray. "A Game of Thrones Companion." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 2015. http://dx.doi.org/10.1145/2745197.2755519.

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Grinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās." In LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.

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Early research into the digital environment pointed to a strict division between online and offline. The terms “online” and “offline” are used to distinguish between activities implemented through intermediation of different technologies, such as computers. Online environment is seen as a distinct social sphere that is disconnected from offline life events. The credibility of the online environment and the veracity of social aspects are frequently questioned, since digital communities lack a physical presence. The aim of the study is to look at and determine the peculiarities of division betwe
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Cheuque, Germán, José Guzmán, and Denis Parra. "Recommender Systems for Online Video Game Platforms: the Case of STEAM." In WWW '19: The Web Conference. ACM, 2019. http://dx.doi.org/10.1145/3308560.3316457.

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"The use of Visualisations and Video Productions in Online Game-Based Learning." In 18th European Conference on e-Learning. ACPI, 2019. http://dx.doi.org/10.34190/eel.19.094.

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Neto, Joaquim A. M., Kazuki M. Yokoyama, and Karin Becker. "Studying toxic behavior influence and player chat in an online video game." In WI '17: International Conference on Web Intelligence 2017. ACM, 2017. http://dx.doi.org/10.1145/3106426.3106452.

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Foderaro, Greg, Vikram Raju, and Silvia Ferrari. "A cell decomposition approach to online evasive path planning and the video game Ms. Pac-Man." In Control (MSC). IEEE, 2011. http://dx.doi.org/10.1109/isic.2011.6045414.

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Saputra, Rendy, Billy Muhamad Iqbal, and Komarudin. "Stress Emotion Evaluation in Multiplayer Online Battle Arena (MOBA) Video Game Related to Gaming Rules Using Electroencephalogram (EEG)." In ICBBE 2017: 2017 4th International Conference on Biomedical and Bioinformatics Engineering. ACM, 2017. http://dx.doi.org/10.1145/3168776.3168797.

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Bharadwaj, Abhishek, and Kavita Vemuri. "An online game of Carrom with live video feed of co-player and face-to-face: Effect on strike response time." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329854.

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Reports on the topic "Online video game"

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Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking
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