M.S. Candidate: Gökçe Komaç
Program: Multimedia Informatics
Date: 09.09.2019 / 10:00
Abstract: Persuasive games are powerful instruments that have the potential to influence the audiences. Previous work reveals that there is a change in knowledge, attitude and behavior after playing persuasive games on various topics. For this study, a persuasive game about trolling is designed and ‘awareness’ and ‘knowledge’ are considered as means of measurement to evaluate effectiveness. Although being very common, ‘trolling’ remains as a complex phenomenon in literature. This is due to it being insufficiently researched and having a lack of consensus about the definition amongst researchers. Moreover, it is often associated with cyber-bullying and toxic behavior. While acknowledging trolling is not always performed with a malicious intent, this study, as the first step, aims to explore how the toxic behaviors that are considered as trolling in the context of online gaming are perceived. Additionally, it observes if there is a raise in awareness and knowledge about trolling having played the game. This study aims to contribute to the persuasive games literature by applying quantitative methods and presenting implications for further work.