A4 Vertaisarvioitu artikkeli konferenssijulkaisussa
Implicit learning in video games - Intergroup contact and multicultural competencies
Tekijät: Kordyaka Bastian, Laato Samuli, Jahn Katharina, Niehaves Björn
Toimittaja: Gronau, N., Heine, M., Krasnova, H., Pousttchi, K. (Hrsg.)
Konferenssin vakiintunut nimi: International Conference on Wirtschaftsinformatik
Kustantaja: GITO Verlag
Julkaisuvuosi: 2020
Kokoomateoksen nimi: 15th International Conference on Business Information Systems 2020: Developments, Opportunities and Challenges of Digitization, WIRTSCHAFTSINFORMATIK 2020
Tietokannassa oleva lehden nimi: Proceedings of the 15th International Conference on Business Information Systems 2020 "Developments, Opportunities and Challenges of Digitization", WIRTSCHAFTSINFORMATIK 2020
Aloitussivu: 499
Lopetussivu: 505
ISBN: 978-3-95545-335-0
DOI: https://doi.org/10.30844/wi_2020_d11-kordyaka
Verkko-osoite: https://library.gito.de/oa_wi2020-d11.html
Multiplayer online games (MOGs), which are played in real time over the internet, can be considered a widespread leisure time activity but also a learning opportunity for individuals. Studies have shown playing MOGs to have several potential benefits including motivation and learning among others. These can include multicultural competencies (MCs), as MOGs unite players from all around the world, and, players form their opinions of other cultures based on their own contact experiences instead of preconceptions or prejudice. We propose MOGs bring people from various cultures together and act as a medium for learning MCs implicitly. In order to formalize an understanding of the phenomenon, we consult the contact hypothesis. We will use a quantitative survey to derive a model capturing the interplay between intergroup contact and MCs.