Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/33213
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dc.contributor.authorNicolaidou, Iolie-
dc.contributor.authorKampf, Ronit-
dc.date.accessioned2024-11-21T11:41:02Z-
dc.date.available2024-11-21T11:41:02Z-
dc.date.issued2024-04-26-
dc.identifier.citationSocial Science Computer Review, 2024en_US
dc.identifier.issn08944393-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/33213-
dc.description.abstractIsraeli-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.en_US
dc.formatPDFen_US
dc.language.isoenen_US
dc.relation.ispartofSocial Science Computer Reviewen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectserious gamesen_US
dc.subjectconflict resolutionen_US
dc.subjectdirect and third parties in a conflicten_US
dc.subjectIsraeli–Palestinian conflicten_US
dc.subjectknowledge acquisitionen_US
dc.subjectknowledge gapen_US
dc.subjectPeaceMakeren_US
dc.subjectprosocial gamesen_US
dc.titleSerious Games, Knowledge Acquisition, and Conflict Resolution: The Case of PeaceMaker as a Peace Education Toolen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationHebrew University of Jerusalemen_US
dc.subject.categoryOther Social Sciencesen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.countryIsraelen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1177/08944393241249724en_US
dc.identifier.scopus2-s2.0-85191689432-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85191689432-
cut.common.academicyear2024-2025en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.languageiso639-1en-
item.fulltextWith Fulltext-
crisitem.journal.journalissn1552-8286-
crisitem.journal.publisherSage-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.parentorgFaculty of Communication and Media Studies-
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