scholarly journals The Impact of Advertisements Placement in the Computer Game on the Effectiveness of Social Campaign Messages

2021 ◽  
Vol XXIV (Issue 2B) ◽  
pp. 515-537
Author(s):  
Anna Borawska ◽  
Konrad Biercewicz ◽  
Mariusz Borawski ◽  
Jaroslaw Duda
Author(s):  
Kim Fridkin ◽  
Patrick Kenney

This book develops and tests the “tolerance and tactics theory of negativity.” The theory argues that citizens differ in their tolerance of negative campaigning. Also, candidates vary in the tactics used to attack their opponents, with negative messages varying in their relevance to voters and in the civility of their tone. The interplay between citizens’ tolerance of negativity and candidates’ negative messages helps clarify when negative campaigning will influence citizens’ evaluations of candidates and their likelihood of voting. A diverse set of data sources was collected from U.S. Senate elections (e.g., survey data, experiments, content analysis, focus groups) across several years to test the theory. The tolerance and tactics theory of negativity receives strong empirical validation. First, people differ systematically in their tolerance for negativity, and their tolerance changes over the course of the campaign. Second, people’s levels of tolerance consistently and powerfully influence how they assess negative messages. Third, the relevance and civility of negative messages consistently influence citizens’ assessments of candidates competing for office. That is, negative messages focusing on relevant topics and utilizing an uncivil tone produce significant changes in people’s impressions of the candidates. Furthermore, people’s tolerance of negativity influences their susceptibility to negative campaigning. Specifically, relevant and uncivil messages are most influential for people who are least tolerant of negative campaigning. The relevance and civility of campaign messages also alter people’s likelihood of voting, and the impact of negative messages on turnout is more consequential for people with less tolerance of negativity.


Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


2013 ◽  
Vol 21 (2) ◽  
pp. 198-208 ◽  
Author(s):  
Anke Tresch ◽  
Jonas Lefevere ◽  
Stefaan Walgrave

Author(s):  
Kurt A. April ◽  
Katja M. J. Goebel ◽  
Eddie Blass ◽  
Jonathan Foster-Pedley

This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presents data collected and evaluated on decision-making from three distinct groups: executives (including entrepreneurs), gamers and non-gamers.


2014 ◽  
Vol 3 (1) ◽  
pp. 43-52 ◽  
Author(s):  
Delia Dumitrescu ◽  
Elisabeth Gidengil ◽  
Dietlind Stolle

The nonverbal display of confidence is strongly associated with leadership and power. However, its importance for the persuasiveness of campaign messages has not been explored. How important is showing confidence for a political candidate’s ratings? How does confidence condition the effect of the quality of a candidate’s arguments? This article addresses these questions using an innovative experimental approach that makes it possible to better isolate the impact of the candidate’s nonverbal confidence and the quality of his message. While both of these aspects influence voters’ perceptions of the candidate’s electability and qualifications, the nonverbal dimension matters more when it comes to electability. This research contributes to the study of nonverbal communication in elections by expanding the focus of inquiry beyond the effect of pure emotions (happiness or anger) and facial traits.


Open Heart ◽  
2020 ◽  
Vol 7 (1) ◽  
pp. e001175 ◽  
Author(s):  
Sophia Hoschar ◽  
Loai Albarqouni ◽  
Karl-Heinz Ladwig

Interventions aiming at reducing prehospital delay (PHD) in patients with acute coronary syndrome (ACS) have yielded inconsistent findings. Therefore, we aimed to systematically review studies which investigated the impact of educational interventions on reducing PHD in patients with ACS. We searched four electronic databases (Cumulative Index to Nursing and Allied Health Literature, MEDLINE, Embase, Cochrane) from inception throughout December 2016 for studies that reported the impact of either mass-media or personalised intervention on PHD. Reporting quality was assessed with the Template for Intervention Description and Replication checklist for interventional trials. Two reviewers screened 12 184 abstracts and performed full-text screening on 86 articles, leading to 34 articles which met our inclusion criteria. We found 18 educational interventions with a total of 180 914 participants (range: n=100–125 161) and a median of 1342 participants. Among these educational interventions, 13 campaigns employed a mass-media approach and five a personalised approach. Ten studies yielded no significant effects on the primary outcome while the remaining interventions reported a significant reduction with a decrease between 17 and 324 min (median reduction: 40 min, n=5). The success was partly driven by an increase in emergency medical services use. Two studies reported an increase in acute myocardial infarction knowledge. We observed no superiority of the personalised over the mass-media approach. Although methodological shortcomings and the heterogeneity of included interventions still do not allow definite recommendations for future campaigns, it becomes evident that either mass media or personalised interventions can be successful in reducing PHD, especially those who address behavioural consequences and psychological barriers (eg, denial) and provide practical action plan considerations as part of their campaign messages. CRD42017055684 (PROSPERO registration number).


Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school students. This game supports student knowledge acquisition on two Solar System planets Mercury and Venus, and a satellite - Moon through direct experience, interactive challenges and fun. This article compares the learning impact of the computer game-based learning approach with a classic teacher-based learning approach. User experience with the game and game usability are also evaluated. A case study that involved 53 children was conducted for the evaluation. Among the most important findings, include the facts that the experimental group that used the game in their learning activity have performed much better than the control group and the students had a great learning experience when using the Final Frontier game.


2017 ◽  
Vol 6 (1-2) ◽  
pp. 33-61 ◽  
Author(s):  
Mark Claypool ◽  
Artian Kica ◽  
Andrew La Manna ◽  
Lindsay O’Donnell ◽  
Tom Paolillo

2017 ◽  
Vol 22 (6) ◽  
pp. 431 ◽  
Author(s):  
Sedigheh Talakoub ◽  
Zahra Fazelniya ◽  
Mostafa Najafi ◽  
Alireza Moafi

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