par Vuong, Quan-Hoang ;Ho, Manh Toan;Nguyen, Minh Hoang;Pham, Thanh-Hang;Vuong, Thu Trang;Khuc, Quy;Ho, Hoang Anh;La, Viet Phuong
Référence Technology in society, 65, 101530
Publication Publié, 2021-05
Référence Technology in society, 65, 101530
Publication Publié, 2021-05
Article révisé par les pairs
Résumé : | Currently, gaming is the world's favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New Horizons (ACNH)—a real-time life-simulation game—as a unique case study of how video games can affect humans' environmental perceptions. A dataset of 584 observations from a survey of ACNH players and the Hamiltonian MCMC technique have enabled us to explore the relationship between in-game behaviors and perceptions. Here we show a probabilistic trend towards exploiting the in-game environment despite players' perceptions, suggesting that the simplification of commercial game design may overlook opportunities to engage and educate players in pro-environmental activities. |