Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/33213
Title: Serious Games, Knowledge Acquisition, and Conflict Resolution: The Case of PeaceMaker as a Peace Education Tool
Authors: Nicolaidou, Iolie 
Kampf, Ronit 
Major Field of Science: Social Sciences
Field Category: Other Social Sciences
Keywords: serious games;conflict resolution;direct and third parties in a conflict;Israeli–Palestinian conflict;knowledge acquisition;knowledge gap;PeaceMaker;prosocial games
Issue Date: 26-Apr-2024
Source: Social Science Computer Review, 2024
Journal: Social Science Computer Review 
Abstract: Israeli-Jews and Palestinians cannot easily be exposed to contradicting information about “the other” in the intractable Israeli-Palestinian conflict because of the emotionally charged situation and prevailing ethnocentrism. Serious games like PeaceMaker are used as innovative interventions for peace education. Winning PeaceMaker indicates better conflict resolution skills and developing an informative viewpoint regarding the situation, which is required for conflict resolution and peacebuilding. The evaluation of the effectiveness of prosocial games in educating about conflict and peace in the literature is severely lacking. We examine the effects of this computerized simulation of the Israeli–Palestinian conflict on enhancing knowledge about the conflict and “the other” among undergraduate players who are direct parties (i.e., Israeli-Jews and Palestinians) and third parties (i.e., Americans and Cypriots). In addition, we investigate the knowledge gap between direct parties and third parties who won and did not win the game. Using questionnaires, we conducted a quasi-experimental study with 168 undergraduates using a pre- and post-intervention research design. We found that direct parties to the conflict acquired significantly more knowledge about the other side, and third parties acquired significantly more knowledge about the conflict after playing PeaceMaker. In addition, PeaceMaker minimized the knowledge gap after playing the game among direct parties who won the game and those who did not win and increased the knowledge gap between third parties who won the game and those who did not win. Our results suggest that serious games might be effective interventions for peace education, because they appear to enhance knowledge about the conflict, and about “the other” particularly for young people who are direct parties to this divide.
URI: https://hdl.handle.net/20.500.14279/33213
ISSN: 08944393
DOI: 10.1177/08944393241249724
Rights: Attribution-NonCommercial-NoDerivatives 4.0 International
Type: Article
Affiliation : Cyprus University of Technology 
Hebrew University of Jerusalem 
Publication Type: Peer Reviewed
Appears in Collections:Άρθρα/Articles

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