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...

Full description

Saved in:
Bibliographic Details
Main Authors: Yao, Morgan Spencer, Bandiola, John Casey, Lim, John Michael Vince, Casano, Jonathan D.L
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