Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making
This research aims to develop a game that accurately simulates situations that would cause cognitive dissonance to the player. Cognitive dissonance is a psychological concept that involves situations of conflicting attitudes, beliefs, or behaviors that result in feelings of mental discomfort. The ga...
Saved in:
Main Authors: | , , , |
---|---|
Format: | text |
Published: |
Archīum Ateneo
2021
|
Subjects: | |
Online Access: | https://archium.ateneo.edu/discs-faculty-pubs/315 https://link.springer.com/chapter/10.1007/978-3-030-90176-9_62 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Ateneo De Manila University |
id |
ph-ateneo-arc.discs-faculty-pubs-1284 |
---|---|
record_format |
eprints |
spelling |
ph-ateneo-arc.discs-faculty-pubs-12842022-04-26T19:03:57Z Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making Yao, Morgan Spencer Bandiola, John Casey Lim, John Michael Vince Casano, Jonathan D.L This research aims to develop a game that accurately simulates situations that would cause cognitive dissonance to the player. Cognitive dissonance is a psychological concept that involves situations of conflicting attitudes, beliefs, or behaviors that result in feelings of mental discomfort. The game is a visual novel with choice-based decisions that will influence the ending of the story. The player will have to make choices that will satisfy either their family for their happiness or their boss for money to spend on their family. In order to assess and measure the player’s cognitive dissonance, the investigators used a modified scale derived from Sweeney, Hausknecht, and Soutar’s research which uses three dimensions to measure dissonance after a major decision. The questions were in the form of a 7-point Likert scale and were integrated within the game itself and presented after the participant makes a major decision. The data was averaged for analysis. Results had shown that the game developed was only able to simulate average levels of cognitive dissonance. 2021-11-06T07:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/315 https://link.springer.com/chapter/10.1007/978-3-030-90176-9_62 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Digital games/online games Game and flow/game immersion Game psychology Impact of game play Player personality Characteristics and demographics Simulation games Video games Cognitive Psychology Computer Sciences Databases and Information Systems Game Design |
institution |
Ateneo De Manila University |
building |
Ateneo De Manila University Library |
continent |
Asia |
country |
Philippines Philippines |
content_provider |
Ateneo De Manila University Library |
collection |
archium.Ateneo Institutional Repository |
topic |
Digital games/online games Game and flow/game immersion Game psychology Impact of game play Player personality Characteristics and demographics Simulation games Video games Cognitive Psychology Computer Sciences Databases and Information Systems Game Design |
spellingShingle |
Digital games/online games Game and flow/game immersion Game psychology Impact of game play Player personality Characteristics and demographics Simulation games Video games Cognitive Psychology Computer Sciences Databases and Information Systems Game Design Yao, Morgan Spencer Bandiola, John Casey Lim, John Michael Vince Casano, Jonathan D.L Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
description |
This research aims to develop a game that accurately simulates situations that would cause cognitive dissonance to the player. Cognitive dissonance is a psychological concept that involves situations of conflicting attitudes, beliefs, or behaviors that result in feelings of mental discomfort. The game is a visual novel with choice-based decisions that will influence the ending of the story. The player will have to make choices that will satisfy either their family for their happiness or their boss for money to spend on their family. In order to assess and measure the player’s cognitive dissonance, the investigators used a modified scale derived from Sweeney, Hausknecht, and Soutar’s research which uses three dimensions to measure dissonance after a major decision. The questions were in the form of a 7-point Likert scale and were integrated within the game itself and presented after the participant makes a major decision. The data was averaged for analysis. Results had shown that the game developed was only able to simulate average levels of cognitive dissonance. |
format |
text |
author |
Yao, Morgan Spencer Bandiola, John Casey Lim, John Michael Vince Casano, Jonathan D.L |
author_facet |
Yao, Morgan Spencer Bandiola, John Casey Lim, John Michael Vince Casano, Jonathan D.L |
author_sort |
Yao, Morgan Spencer |
title |
Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
title_short |
Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
title_full |
Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
title_fullStr |
Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
title_full_unstemmed |
Conflicts: A Game that Simulates Cognitive Dissonance in Decision Making |
title_sort |
conflicts: a game that simulates cognitive dissonance in decision making |
publisher |
Archīum Ateneo |
publishDate |
2021 |
url |
https://archium.ateneo.edu/discs-faculty-pubs/315 https://link.springer.com/chapter/10.1007/978-3-030-90176-9_62 |
_version_ |
1733052855106928640 |