Global Conflicts, Episodic Framing and Attitude Change Towards the Israeli-Palestinian Conflict
This study compares the effects of episodic framing of the Checkpoint scenario and the Military Raid scenario in Global Conflicts (2010), a computerized simulation of the Israeli-Palestinian conflict, on developing impartial attitudes towards this conflict. The former presents a more human, individu...
Другие заглавия: | Special Issue: "Jewish Gamevironments" |
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Главный автор: | |
Формат: | Электронный ресурс Статья |
Язык: | Английский |
Проверить наличие: | HBZ Gateway |
Journals Online & Print: | |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Опубликовано: |
[2017]
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В: |
Gamevironments
Год: 2017, Том: 7, Страницы: 5-41 |
Нормированные ключевые слова (последовательности): | B
Global Conflicts: Palestine
/ Ближневосточный конфликт (мотив)
/ Политическая позиция
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Индексация IxTheo: | KBL Ближний Восток NCD Политическая этика ZC Общая политика |
Другие ключевые слова: | B
Impartial Attitudes
B Games for Change B Persuasive Games B Israeli-Palestinian conflict B Episodic Framing B Computerized Simulations |
Online-ссылка: |
Volltext (kostenfrei) Volltext (kostenfrei) |
Итог: | This study compares the effects of episodic framing of the Checkpoint scenario and the Military Raid scenario in Global Conflicts (2010), a computerized simulation of the Israeli-Palestinian conflict, on developing impartial attitudes towards this conflict. The former presents a more human, individual and personal framing of the conflict than does the latter. Two hundred and ten Israeli-Jewish and Palestinian undergraduate students participated in the experiment. They filled in questionnaires measuring attitudes towards the Israeli-Palestinian conflict before and after playing the scenarios. Results suggested that participants playing the Checkpoint scenario became more impartial toward the Israeli-Palestinian conflict, unlike those playing the Military Raid scenario. The results show that computerized simulations of the Israeli-Palestinian conflict can be used for attitude change intervention, but the framing of the story in the game may be crucial in determining whether the players become impartial regarding the situation or not. |
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ISSN: | 2364-382X |
Второстепенные работы: | Enthalten in: Gamevironments
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Persistent identifiers: | URN: urn:nbn:de:gbv:46-00106326-14 |