The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games
Abstract
1. Introduction
2. Research Questions
2.1. RQ1: Passive/Active Interaction and Factual/Spatial Knowledge in SGs
2.2. RQ2: Conceptual Knowledge and Meaningfulness in SGs
2.3. (RQ3) Concentration and Knowledge Acquisition in SGs
3. Experimental Methodology
3.1. Subjects
3.2. Methodology
3.3. Experimental Conditions
- −
- (s): all participants were asked to summarize the experience;
- −
- (Q2a): all participants filled Questionnaire 2a, for factual and conceptual knowledge;
- −
- (Q2b): all participants filled Questionnaire 2b for spatial knowledge;
- −
- (Q2c): only players (7 participants), filled Questionnaire 2c on spatial knowledge;
- −
- (Q2d): only players (same 7) filled Questionnaire 2d on spatial knowledge;
- −
- (d): 13 participants (all players, with a control group represented by the readers of the narrative story) were assigned the “Draw” task.
3.4. Experimental Procedure
3.5. Tasks
(rSN) There are ruins around [...]. Suddenly a deep and solemn voice somewhere: “In my 19th year, on my own initiative and expense, I raised an army and set the state free from the oppressive domination of a faction”. Where did that come from?!
(rSD) “While looking around with curiosity, the tourist finds an object on the stairs of a building with few still standing columns. The object is a shiny helmet. While the tourist moves closer to it, a solemn and deep voice starts talking, telling him that when he (the voice) was 19 years old, he raised an army to set the state free from the domination of a faction.”
3.6. Data Collection
3.7. Data Analysis
- a BSP (Binary Score Percentage): the percentage number of questions that were answered at least partially correct averaged over participants in the group (minimum possible: 0, maximum possible: 100%);
- a CSA (Correctness Score Average): the average correctness of answers, calculated by summing the score value (0–3) of each of the answers and averaging over participants in the group (minimum possible: 0, maximum: 3)
4. Results and Discussion
4.1. RQ1 Results: Passive/Active Interaction and Factual/Spatial Knowledge
4.2. RQ2 Results: Conceptual Knowledge and Meaningfulness
4.3. RQ3 Results: Concentration vs. Factual and Spatial Knowledge Recall
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. Abbreviations in alphabetical order
| CH: | Cultural Heritage | 
| d: | drawing a map with details or comments | 
| EEN: | Educational Environmental Narrative | 
| ENViG: | Environmental Narrative Videogames | 
| f: | focusing or concentration exercise | 
| l: | listening task | 
| lSN: | listening a narrative version of the story task | 
| NiF: | Night in the Forum videogame | 
| pG: | playing game task | 
| PS VR: | PlayStation VR | 
| Q1: | Questionnaire for personal data and background information | 
| Q2a: | Questionnaire for factual and conceptual knowledge | 
| Q2b: | Questionnaire for spatial knowledge evaluation | 
| Q2c & Q2d: | Questionnaire on spatial knowledge | 
| r: | reading task | 
| RQ1: | Research Question 1 | 
| RQ2: | Research Question 2 | 
| RQ3: | Research Question 3 | 
| rSD: | reading a descriptive version of the story task | 
| rSN: | reading a narrative version of the story task | 
| s: | written short summary of the experience | 
| SG: | Serious Game | 
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| 1-Active Interaction and Factual/Spatial Knowledge | 2-Conceptual Knowledge and Meaningfulness | 3-Concentration—Factual Knowledge | |
|---|---|---|---|
| Research Questions | (RQ1a), (RQ1b), (RQ1c) | (RQ2a), (RQ2b) | (RQ3) | 
| Tasks | pG/rS/lSN | pG/rS/lSN/d | f | 
| Evaluation Methods | Q2a/b/c/d | Q2a/b/s/d | Q1, Q2 | 
| Group | Tasks | Participants | Tools | 
|---|---|---|---|
| A | f, pG | 4 | (s),(Q2a,b,c,d),(d) | 
| B | pG | 4 | (s),(Q2a,b,c,d),(d) | 
| C | f, rSN | 2 | (s),(Q2a,b),(d) | 
| D | f, rSD | 2 | (s),(Q2a,b),(d) | 
| E | rSN | 2 | (s),(Q2a,b),(d) | 
| F | rSD | 2 | (s),(Q2a,b),(d) | 
| G | f, lSN | 2 | (s),(Q2a,b) | 
| H | lSN | 2 | (s),(Q2a,b) | 
| All | A (p) | B (p) | C (rSN) | E (rSN) | D (rSD) | F (rSD) | G (lN) | H (lN) | |
|---|---|---|---|---|---|---|---|---|---|
| Overall BSP | 51% | 54% | 43% | 57% | 53% | 45% | 31% | 39% | 38% | 
| Overall CSA | 0.87 | 1.01 | 0.71 | 1.09 | 0.84 | 0.72 | 0.61 | 0.64 | 0.56 | 
| Q2a BSP | 46% | 45% | 39% | 72% | 57% | 43% | 38% | 43% | 36% | 
| Q2a CSA | 0.87 | 0.89 | 0.71 | 1.54 | 0.99 | 0.79 | 0.79 | 0.79 | 0.66 | 
| Q2b BSP | 57% | 63% | 47% | 43% | 48% | 46% | 25% | 36% | 39% | 
| Q2b CSA | 0.87 | 1.12 | 0.71 | 0.64 | 0.70 | 0.66 | 0.43 | 0.50 | 0.46 | 
| All | A-B (pG) | C-D-E-F-G-H | |
|---|---|---|---|
| Q2a BSP | 46% | 42% | 48.2% | 
| Q2a CSA | 0.87 | 0.8 | 0.9 | 
| All | A-B (pG) | C-D-E-F-G-H | |
| Q2b BSP | 57% | 55% | 39.5% | 
| Q2b CSA | 0.87 | 0.91 | 0.56 | 
| Overall BSP | 51% | 48.5% | 43.83% | 
| Overall CSA | 0.87 | 1.36 | 0.74 | 
| Q2c | ---- | 67.5% | ---- | 
| Q2d | ---- | 30% | ---- | 
| All | A-B (pG) | CE (rSN) | DF (rSD) | GH (lSN) | |
|---|---|---|---|---|---|
| Q2a BSP | 46% | 42% | 64.5% | 40.5% | 39.5% | 
| Q2a CSA | 0.87 | 0.8 | 1.26 | 0.79 | 0.72 | 
| Q2b BSP | 57% | 55% | 45.5% | 35.5% | 37.5% | 
| Q2b CSA | 0.87 | 0.91 | 0.67 | 0.54 | 0.48 | 
| Overall BSP | 51% | 48.5% | 55% | 38% | 38.5% | 
| Overall CSA | 0.87 | 1.36 | 0.96 | 0.66 | 0.6 | 
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Pescarin, S.; Martinez Pandiani, D.S. The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information 2022, 13, 567. https://doi.org/10.3390/info13120567
Pescarin S, Martinez Pandiani DS. The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information. 2022; 13(12):567. https://doi.org/10.3390/info13120567
Chicago/Turabian StylePescarin, Sofia, and Delfina S. Martinez Pandiani. 2022. "The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games" Information 13, no. 12: 567. https://doi.org/10.3390/info13120567
APA StylePescarin, S., & Martinez Pandiani, D. S. (2022). The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games. Information, 13(12), 567. https://doi.org/10.3390/info13120567
 
        


 
       