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Title:Stališča, prosim: vpliv igranja videoigre na identifikacijo z liki, stališča in empatijo do migrantov : magistrsko delo
Authors:ID Buzeti, Laura (Author)
ID Musil, Bojan (Mentor) More about this mentor... New window
Files:.pdf MAG_Buzeti_Laura_2025.pdf (1,70 MB)
MD5: B82AEE49BB46927E13E52339EA1AAA72
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Abstract:Stališča do migrantov so tako v evropskem kot v slovenskem kontekstu pogosto negativna. To ima lahko izrazite negativne posledice na integracijo migrantov v novo okolje kot tudi na njihovo duševno blagostanje. Kot učinkovit način spodbujanja pozitivnih stališč se je v primerih intervencij izkazalo spodbujanje empatije do migrantov, pri čemer so lahko še posebej obetavne intervencije z igranjem videoiger, ki empatijo spodbujajo preko identifikacije z liki. V magistrski nalogi smo tako poskušali ugotoviti, ali lahko s pomočjo videoigre Papers, please, spremenimo stališča in empatijo do migrantov preko identifikacije z različnimi liki v videoigri. V eksperimentalni študiji so udeleženci štirideset minut igrali videoigro, pri čemer so bili razdeljeni v dve skupini. Eksperimentalna skupina je poleg igranja videoigre napisala še prvoosebni sestavek iz perspektive migrantke, s čimer smo želeli vplivati na identifikacijo z liki. Meritve stališč in empatije smo izvedli pred igranjem, ko smo preverjali tudi vrednote udeležencev, ter takoj po igranju in dva tedna po igranju videoigre. Rezultati so pokazali, da ima igranje videoiger pozitiven vpliv na pozitivna stališča, medtem ko na negativna stališča in čustveno empatijo nima učinka. Raziskava je prav tako odkrila več izvirnih povezav med spremenljivkami, ki terjajo dodatno empirično potrditev. Ugotovili smo tudi, da je identifikacija z migranti pozitivno napovedovala empatijo do migrantov, kar implicira, da ima lahko identifikacija s pripadniki digitalne skupine pozitiven učinek na empatijo do pripadnikov skupine v resničnem življenju.
Keywords:stališča do migrantov, čustvena empatija, videoigre, identifikacija z liki, digitalni medskupinski stik
Place of publishing:Maribor
Place of performance:Maribor
Publisher:L. Buzeti
Year of publishing:2025
Number of pages:1 spletni vir (1 datoteka PDF (VIII, 101 str.))
PID:20.500.12556/DKUM-93369 New window
UDC:316.647:314.15(043.2)
COBISS.SI-ID:245347331 New window
Publication date in DKUM:11.08.2025
Views:145
Downloads:59
Metadata:XML DC-XML DC-RDF
Categories:FF
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:22.06.2025

Secondary language

Language:English
Title:Attitudes, please: the influence of playing a video game on identification of with characters, attitudes and empathy toward migrants
Abstract:Attitudes towards migrants are mainly negative throughout Europe, Slovenia included as well as the rest of Europe. This may have a particularly negative impact not only on the integration of migrants into their host societies, but also on their mental well-being. Fostering positive attitudes through interventions has been proven an effective way of promoting affective empathy towards migrants. Video-game interventions that promote empathy through identification with characters may be particularly promising. The aim of this master's thesis is to explore how playing a video game Papers, please can be used to change attitudes and empathy towards migrants through identification with different game characters. In the experimental study, the participants were divided into two groups and were required to play the video game for forty minutes. In addition to playing the video game, the experimental group had to write a first-person short story from the perspective of a migrant whose aim was to influence their identification with game characters. Attitude and empathy measures were conducted before playing the video game to test participants' values. Attitudes and empathy were measured again immediately after and two weeks after playing the video game. The results show that playing video games had a positive impact on positive attitudes, while it had no effect on negative attitudes and affective empathy. The study also revealed several unexpected associations between the variables that require further empirical testing. The findings suggest that identification with migrants positively predicts empathy towards migrants, implying that identification with digital group members can have a positive effect on empathy towards group members in real life.
Keywords:attitudes toward migrants, affective empathy, video games, identification with game characters, digital intergroup contact


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