Samantha Bombacigno
E-DEMOCRACY THROUGH SERIOUS GAMES
Year:
Supervisor: Luciano Gamberini
Graduate student: Samantha Bombacigno
Analyzing in detail each game, the research shows that only the players of Mc Donald’s game have not been influenced by the game. Their opinion about the products made by the American Multinational has not been changed, in particular if we consider the negative aspects. The reason is that more than half of participants have a negative perception of those products. With connection to the main changes of players, the serious games have represented a great chance to acquire a higher number of information about the topic of each game. The consequence is a more conscious knowledge about issues of great social significance. The influence of the serious games on the participant’s behavior is not significant in all the three games, indeed the behavior changes only in half of participants. Finally, the research doesn’t show gender differences with connection to the perception of the opinion’s change, both as well as the influence of the games on the player’s behavior.