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
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.