Implicit Learning in Video Games – Intergroup Contact and Multicultural Competencies

Bibtex

Cite as text

						@Select Types{,
							 
							 
							 
							 
							 
							Journal   = "Band-1",
							 Title= "Implicit Learning in Video Games – Intergroup Contact and Multicultural Competencies", 
							Author= "Bastian Kordyaka, Samuli Laato, Katharina Jahn and Bjoern Niehaves", 
							Doi= "https://doi.org/10.30844/wi_2020_d11-kordyaka", 
							 Abstract= "Multiplayer online games (MOGs), which are played in real time over the internet, can be considered a widespread leisure time activity but also a learning opportunity for individuals. Studies have shown playing MOGs to have several potential benefits including motivation and learning among others. These can include multicultural competencies (MCs), as MOGs unite players from all around the world, and, players form their opinions of other cultures based on their own contact experiences instead of preconceptions or prejudice. We propose MOGs bring people from various cultures together and act as a medium for learning MCs implicitly. In order to formalize an understanding of the phenomenon, we consult the contact hypothesis. We will use a quantitative survey to derive a model capturing the interplay between intergroup contact and MCs.

", 
							 
							}
					
Bastian Kordyaka, Samuli Laato, Katharina Jahn and Bjoern Niehaves: Implicit Learning in Video Games – Intergroup Contact and Multicultural Competencies. Online: https://doi.org/10.30844/wi_2020_d11-kordyaka (Abgerufen 23.11.24)

Abstract

Abstract

Multiplayer online games (MOGs), which are played in real time over the internet, can be considered a widespread leisure time activity but also a learning opportunity for individuals. Studies have shown playing MOGs to have several potential benefits including motivation and learning among others. These can include multicultural competencies (MCs), as MOGs unite players from all around the world, and, players form their opinions of other cultures based on their own contact experiences instead of preconceptions or prejudice. We propose MOGs bring people from various cultures together and act as a medium for learning MCs implicitly. In order to formalize an understanding of the phenomenon, we consult the contact hypothesis. We will use a quantitative survey to derive a model capturing the interplay between intergroup contact and MCs.

Keywords

Schlüsselwörter

References

Referenzen

1. Cattell, R.B.: Intelligence: Its structure, growth and action. Elsevier (1987).
2. Stier, J.: Internationalisation, ethnic diversity and the acquisition of intercultural competencies. Intercultural Education. 14, 77–91 (2003).
3. Stürmer, S., Snyder, M.: The psychology of prosocial behavior: Group processes, intergroup relations, and helping. John Wiley & Sons (2009).
4. Amichai-Hamburger, Y., McKenna, K.Y.A.: The Contact Hypothesis Reconsidered: Interacting via the Internet. Journal of Computer-Mediated Communication. 11, 825–843 (2006).
5. Castillo, L.G., Brossart, D.F., Reyes, C.J., Conoley, C.W., Phoummarath, M.J.: The influence of multicultural training on perceived multicultural counseling competencies and implicit racial prejudice. Journal of Multicultural Counseling and Development. 35, 243– 255 (2007).
6. Dovidio, J.F., Eller, A., Hewstone, M.: Improving intergroup relations through direct, extended and other forms of indirect contact. Group Processes & Intergroup Relations. 14, 147–160 (2011).
7. Paolini, S., Harwood, J., Rubin, M.: Negative Intergroup Contact Makes Group Memberships Salient: Explaining Why Intergroup Conflict Endures. Personality and Social Psychology Bulletin. 36, 1723–1738 (2010).
8. Number of gamers worldwide 2021 | Statistic, https://www.statista.com/statistics/748044/number-video-gamers-world/, last accessed 2019/04/08.
9. Landers, R.N., Callan, R.C.: Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In: Serious games and edutainment applications. pp. 399–423. Springer (2011).
10. Allport, G.W., Clark, K., Pettigrew, T.: The nature of prejudice. (1954).
11. Stephan, W.G., Finlay, K.: The role of empathy in improving intergroup relations. Journal of Social issues. 55, 729–743 (1999).
12. Wright, S.C., Aron, A., McLaughlin-Volpe, T., Ropp, S.A.: The extended contact effect: Knowledge of cross-group friendships and prejudice. Journal of Personality and Social Psychology. 73, 73–90 (1997).
13. Crisp, R.J., Turner, R.N.: Can imagined interactions produce positive perceptions? Reducing prejudice through simulated social contact. American Psychologist. 64, 231–240 (2009).
14. White, F.A., Harvey, L.J., Abu-Rayya, H.M.: Improving intergroup relations in the Internet age: A critical review. Review of General Psychology. 19, 129–139 (2015).
15. SuperData Research: Games data and market research » Market Brief — 2018 Digital Games & Interactive Entertainment Industry Year In Review, https://www.superdataresearch.com/market-data/market-brief-year-in-review/, last accessed 2019/02/24.
16. Petter, S., Barber, D., S. Barber, C., A. Berkley, R.: Using Online Gaming Experience to Expand the Digital Workforce Talent Pool. MIS Quarterly Executive. 2018, (2018).
17. Petter, S., Stafford, T.: The Data Base for Advances in Information Systems: A New Editorial Vision. ACM SIGMIS Database: the DATABASE for Advances in Information Systems. 48, 7–10 (2017).
18. Davis, F.D.: Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly. 13, 319–340 (1989).
19. Gefen, D., Karahanna, E., Straub, D.W.: Trust and TAM in Online Shopping: An Integrated Model. MIS Quarterly. 27, 51–90 (2003).
20. Davis, F.D.: A technology acceptance model for empirically testing new end-user information systems: Theory and results, (1985).
21. Barnett, J., Coulson, M.: Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games. Review of General Psychology. 14, 167–179 (2010).
22. Peterson, M.: Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning. 23, 429–439 (2010).
23. Anderson, C.A., Sakamoto, A., Gentile, D.A., Ihori, N., Shibuya, A., Yukawa, S., Naito, M., Kobayashi, K.: Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. Pediatrics. 122, e1067–e1072 (2008).
24. Gentile, D.: Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study. Psychological Science. 20, 594–602 (2009).
25. Manninen, T.: Interaction Forms and Communicative Actions in Multi-player Games. 11.
26. Drury, L., Abrams, D., Swift, H.J.: Making intergenerational connections–an evidence review. (2017).
27. Horn, J.L., Donaldson, G., Engstrom, R.: Apprehension, memory, and fluid intelligence decline in adulthood. Research on Aging. 3, 33–84 (1981).
28. McGrew, K.S.: The Cattell-Horn-Carroll theory of cognitive abilities: Past, present, and future. (2005).
29. Mallinckrodt, B., Miles, J.R., Bhaskar, T., Chery, N., Choi, G., Sung, M.-R.: Developing a comprehensive scale to assess college multicultural programming. Journal of Counseling Psychology. 61, 133–145 (2014).
30. Barlow, F.K., Paolini, S., Pedersen, A., Hornsey, M.J., Radke, H.R., Harwood, J., Rubin, M., Sibley, C.G.: The contact caveat: Negative contact predicts increased prejudice more than positive contact predicts reduced prejudice. Personality and Social Psychology Bulletin. 38, 1629–1643 (2012).
31. Lowry, P.B., Moody, G.D., Chatterjee, S.: Using IT Design to Prevent Cyberbullying. Journal of Management Information Systems. 34, 863–901 (2017).

Most viewed articles

Meist angesehene Beiträge

GITO events | library.gito