Abstract

The Serious Games, Digital Tools of Mediation : Sociocognitive and Emotional Processes in the Uses of and the Effects on the Public. The serious games are emerging digital tools in science and technology museums. They aim to favor the learning of new knowledge and the development of healthy or eco-citizen behaviors by the game. Do they actually do it and how ? What are the socio-cognitive and socio-emotional processes that operate during the use of serious games by the public. After presenting a literature review, we show on the basis of an experiment recently led in the field of the environment, that serious games could elicit commitment effects favorable to the development of targeted behaviors. Finally, we open new research avenues to better understand the use process of serious games in museums.

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