Video games have become one of the most widespread forms of media in the 21st century, bringing interactive digital narratives to over 3 billion people globally. Like other media, video games feature topics from our society, culture, and history. Research has shown that narrative-driven video games have a unique potential to influence explicit and implicit attitudes toward the topics they depict. However, the concrete mechanisms through which video games shape our attitudes remain unclear. Identifying the mechanisms behind the attitude-shaping effect would help to design more effective educational games and simulations. One aspect that reduces the potential of video games to change attitudes is a so-called credibility bias, a phenomenon where information contradicting one’s pre-existing beliefs is deemed less credible. For this reason, our work focuses on employing adaptivity to improve the attitude-shaping effect of video games. We hypothesize that adapting gameplay elements based on players’ pre-existing attitudes will mitigate the credibility bias, leading to greater attitude changes and enhanced game enjoyment compared to a static presentation. We propose assessing players’ attitudes before playing and adapting the game content accordingly, utilizing in-game metrics to track players’ actions to further refine the content. This work focuses on adapting highlights in user interfaces, narrative-related messages, and in-game goals. To empirically test our hypothesis, we have developed two versions of a video game – an experimental version featuring adaptive game elements and a control version with static content. For this proof-of-concept experiment, we have chosen the topic of electromobility, but we designed the adaptive elements to be usable with any topic. The experimental game is a delivery manager simulator featuring electric and combustion engine cars, with the aim of showcasing the usability and advantages of electric cars. Our experimental design involves a pretest-posttest setup with an experimental and a control group. We utilize measures for implicit and explicit attitudes and game enjoyment. This empirical study will bring valuable data reacting to the identified research gap. Should the adaptive approach prove to be usable, it could be widely utilized to improve the attitude-shaping potential of educational games.