Raising Awareness Through Games: The Influence of a Trolling Game on Perception of Toxic Behavior


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Komaç G., Çağıltay K.

Game + Design Education, Özge Cordan Demet Arslan Dinçay · Ça˘gıl Yurdakul Toker · Elif Belkıs Öksüz · Sena Semizo˘glu, Editör, Springer, London/Berlin , Chur, ss.143-156, 2021

  • Yayın Türü: Kitapta Bölüm / Araştırma Kitabı
  • Basım Tarihi: 2021
  • Yayınevi: Springer, London/Berlin 
  • Basıldığı Şehir: Chur
  • Sayfa Sayıları: ss.143-156
  • Editörler: Özge Cordan Demet Arslan Dinçay · Ça˘gıl Yurdakul Toker · Elif Belkıs Öksüz · Sena Semizo˘glu, Editör
  • Orta Doğu Teknik Üniversitesi Adresli: Evet

Özet

The use of video games for purposes other than entertainment has become

an appealing area of research. In recent years, games have become actors that support

social and political change by raising awareness, i.e., persuasive games. In this study,

we focus on a persuasive game that portrays toxic online behaviors, often considered

as trolling: spamming, flaming, trash-talking, misdirection and using offensive

language. To observe the influence of a trolling game that we designed as a tool for

raising awareness about toxic behavior, we applied a single-group pre-test and posttest

design in a quantitative manner. We collected data via an online questionnaire

(N = 111) to have a descriptive view at the results. Even though self-reports did

not show a change in awareness and knowledge acquisition by playing the game,

participants had a more negative perception of toxic trolling after the gameplay. All

five of the types of trolling were successfully represented in an immersion-neutral

but realistic setting. We aim to bring more insight into persuasive games literature

by discussing the implications of this study.