4 research outputs found

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular

    An unforgettable apple: Memory and attention for forbidden objects

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    Are we humans drawn to the forbidden? From jumbo-sized soft drinks to illicit substances, the influence of prohibited ownership on subsequent demand has made this question a pressing one. We know that objects that we ourselves own have a heightened psychological saliency, relative to comparable objects that are owned by others, but do these kinds of effects extend from self-owned to "forbidden" objects? To address this question, we developed a modified version of the Turk shopping paradigm in which "purchased" items were assigned to various recipients. Participants sorted everyday objects labeled as "self-owned", "other-owned," and either "forbidden to oneself" (Experiment 1) or "forbidden to everyone" (Experiment 2). Subsequent surprise recognition memory tests revealed that forbidden objects with high (Experiment 1) but not with low (Experiment 2) self-relevance were recognized as well as were self-owned objects, and better than other-owned objects. In a third and final experiment, we used event-related potentials (ERPs) to determine whether self-owned and self-forbidden objects, which showed a common memory advantage, are in fact treated the same at a neurocognitive-affective level. We found that both object types were associated with enhanced cognitive analysis, relative to other-owned objects, as measured by the P300 ERP component. However, we also found that self-forbidden objects uniquely triggered an enhanced response preceding the P300, in an ERP component (the N2) that is sensitive to more rapid, affect-related processing. Our findings thus suggest that, whereas self-forbidden objects share a common cognitive signature with self-owned objects, they are unique in being identified more quickly at a neurocognitive level.</p

    Protecting Children from Obesity: A History of Television and Internet Food Advertising Regulation in the United States

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