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VIDEO GAMES AND ATTITUDE CHANGE 1
Video Games and Attitude Change: A Meta-analysis
Lukáš Kolek1, Ivan Ropovik2,3, Vít Šisler4, Herre van Oostendorp5 and Cyril Brom1
1 Faculty of Mathematics and Physics, Charles University, Czech Republic
2 Faculty of Education, Charles University, Czech Republic
3 Faculty of Education, University of Presov, Slovakia
4 Faculty of Arts, Charles University, Czech Republic
5 Faculty of Science, Utrecht University, The Netherlands
Author note
Data, R code documenting the analytic workflow, and analytic outputs (the supplementary
material) are freely available at the Open Science Framework:
https://osf.io/4aeqt/?view_only=958dd6a40cc746f28dc91f752060680a. Authors declare no conflict of
interests.
For this work, CB, LK and VS were supported by the PRIMUS/HUM/03 project at Charles
University. IR was supported by PRIMUS/20/HUM/009 and APVV-18-0140 grants. VS was further
supported by the European Regional Development Fund Project, “Creativity and Adaptability as
Conditions for the Success of Europe in an Interrelated World” CZ.02.1.01/0.0/0.0/16_019/0000734 and
the Charles University Program Progress Q15. All authors had complete access to data supporting the
manuscript. We would like to thank Markéta Matějová for her help in checking the data.
Correspondence concerning this article should be addressed to Lukáš Kolek, Faculty of
Mathematics and Physics, Charles University, Ke Karlovu 3, 121 16 Prague, Czech Republic, Email:
kolek@ksvi.mff.cuni.cz
VIDEO GAMES AND ATTITUDE CHANGE 2
Abstract
Despite extensive research on attitudes and a rapid growth of the video game market, there is
currently no meta-analysis mapping the link between narrative video games and attitude change.
Here, we present such meta-analysis. The findings suggest that narrative video games affect
players’ attitudes towards the topics depicted in games. This effect was present in studies focused
on changes in both implicit (g = 0.36, k = 18) and explicit attitudes (g = 0.24, k = 101), with
longer intervention duration and game mechanics such as stereotyping and meaningful feedback
resulting in larger implicit attitude change. Regarding the robustness of the underlying evidence,
half of the included studies were judged to be at high risk of bias. On the other hand, the impact
of publication bias in this literature was found to be negligible. Altogether, this meta-analysis
provides evidence that video games shape how we think about events they represent.
Keywords: attitudes, video games, meta-analysis, game mechanics, persuasion
VIDEO GAMES AND ATTITUDE CHANGE 3
Video Games and Attitude Change: A Meta-analysis
Tens of thousands of new video games are released every year (Statista 2021a; Statista
2021b; Grayson 2020) and just over one out of every three people on the planet is playing them
(Newzoo, 2020). Video games necessarily address a number of topics we face in our daily lives -
violence, stereotypes, history, ethnical conflicts and more. But are video games able to affect our
attitudes towards the phenomena they deal with?
Despite growing empirical research on attitudes, there is currently no meta-analysis of
video games’ effect on attitudinal change. A previously conducted narrative review (Soekarjo &
van Oostendorp, 2015) focused only on the effects of serious games and included just six studies.
Five of those studies found a significant attitude change after playing the game; however, the
review focused on articles examining pre-identified games. It excluded commercial games, and it
reviewed games which are already 7 years old.
From the perspective of attitude change research, crucial potential lies in narrative video
games. We view narrative video games as those with any type of narrative elements. These
elements can be ones that add characteristics to a general object in the game. For example,
features can be added to an object so that it visually and narratively represents a rainforest. As
such, it has a certain impact on the game world and story and responds to players’ actions. The
way developers use and represent the rainforest’s impact in the game is an example of how
narrative elements can carry the meaning of game processes and actions that potentially affect
our understanding and interpretation of displayed realities in video games. Therefore, narrative
video games can deliver attitude-related information about particular topics and only these games
can directly connect game actions’ meanings with the realities we encounter in our everyday
lives.
VIDEO GAMES AND ATTITUDE CHANGE 4
Due to the current, historically unprecedented rapid growth of the video game market and
experimental video game development, there is a need for the first meta-analysis focused on the
current state of empirical evidence regarding narrative video games and attitude change. By
assessing 3,832 studies identified by our search operators in relevant databases, we deliver such a
meta-analysis reacting to this research gap.
Using the Associative-propositional evaluation model (APE model; Gawronski &
Bodenhausen, 2014; 2007; 2006), we investigate whether video games affect explicit and implicit
attitude changes in the short term and over the long term. Considering further moderators of
attitude change, we focus on the effects of intervention duration, persuasive game mechanics, the
effect of action vs. non-action games, and comparison to various types of control groups.
Theoretical Background of Attitude Change
As defined by Vogel and Wanke (2016, pp. 2), attitude is a “summary evaluation of an
object of thought. An attitude object can be anything a person discriminates or holds in mind”.
The crucial characteristic of attitudes is their tendency to evaluate some attitude object with some
degree of “favor or disfavor” (Eagly & Chaiken, 1993, p. 1). Attitudes are an essential factor
when we process complex information (Sanbonmatsu & Fazio, 1990). They influence our
information selection and the way we interpret obtained information (Pratkanis, 1989; Case &
Given, 2016; Vogel & Wanke, 2016). Therefore, they play a key role in our interpretation of the
world around us. The core mechanism to change someone’s attitudes is through processing
information related to the attitude object (Crano & Prislin, 2008). However, when we confront
information that is not aligned with our attitudes, it affects how we evaluate an information
source’s credibility concerning that particular topic (van Strien et al., 2016). If the information
provided is inconsistent with our attitudes, we consider the source less credible and vice versa
VIDEO GAMES AND ATTITUDE CHANGE 5
(from now on, we will call this phenomenon credibility bias). Perceived low credibility of the
information source limits its persuasive potential.
According to the APE model, we distinguish explicit and implicit attitudes. These two
forms of attitudes are guided by different, but often interplaying, processes (Gawronski &
Bodenhausen, 2014; 2007; 2006). Implicit attitudes are derived from associative evaluations; that
is, immediate affective responses to the object. Associative evaluations are based on the object’s
familiarity with other concepts in our memory, so the APE model assumes the existence of a
mental structure containing these mental associations in the long-term memory. This mental
structure can be changed by the co-occurrence of two concepts in one’s environment resulting in
either strengthening the associative link between these concepts or in creating a new associative
link between them. For example, exposing participants to pictures of healthy, fit people eating a
plant-based diet and to pictures of obese, unhealthy people eating an animal-based diet prior to an
implicit attitude measurement towards different diets will result in temporarily more favorable
attitudes towards a plant-based diet (see, e.g., Banaji & Greenwald, 2013). Seeing a plant-based
diet regularly associated with positive perks in one’s environment will result in the creation of a
more permanent associative link between them in the long-term memory. Then, we can expect
positive evaluation of the plant-based diet in implicit attitude measurements even without prior
exposure to any stimuli: such as the pictures already mentioned. Implicit attitudes are assessed
using response time measures. One’s associative evaluations function independently in relation to
what one consciously considers to be the truth.
On the other hand, explicit attitudes are based on propositional reasoning; that is, the
logical conclusions derived from information related to the object in question. To change one’s
propositional reasoning about an object, one must be exposed to information which is not in line
with one’s current beliefs and/or with what one considers to be the truth. One cannot have two
VIDEO GAMES AND ATTITUDE CHANGE 6
contradictory propositional reasonings about the same topic as this would create cognitive
dissonance and then need to be resolved. In such a case, one can either reject one of the
propositions or seek additional information to resolve the cognitive dissonance created and the
consistency of one’s beliefs (Festinger, 1958). Explicit attitudes are very often assessed using
self-reported questionnaires. The measurement of these changes is, however, limited to one’s
willingness or ability to share their explicit attitudes.
Narrative Video Games and Attitude Change
As has already been said, we consider narrative video games to be those with any type of
narrative game elements. These elements provide particular meaning to processes and actions
regarding depicted realities in the video games. For instance, a game can portray an electric car
(compared to a car with an internal combustion engine) as a much more efficient and faster
solution within the gameplay: either by how it is framed in the game story or by setting
parameters for these cars. Narrative video games are often perceived as a source of entertainment,
but they can also serve as a source of information. These games require players to seek and
process information in the game narratives to proceed further in the game story or to fulfill game
objectives. Therefore, narrative video games are information systems, in which players have the
opportunity to react to the depicted information, experience the results of their actions, and
respond to the changes caused in the game world (Kolek et al., 2021; Smethurst & Craps, 2014).
As such, narrative video games can deliver messages about particular topics and connect game
processes and actions to those in our everyday lives.
VIDEO GAMES AND ATTITUDE CHANGE 7
Persuasive Game Mechanics
Changes in implicit and explicit attitudes depend on different, and often interconnected,
processes. Therefore, we expect that the different ways narrative video games represent
information about particular topics, i.e., their persuasive game mechanics, will affect explicit and
implicit attitudes differently. Persuasive game mechanics can affect attitudes towards the
measured phenomena regardless of the game designers’ intentions.
Stereotyping
Stereotyping is a persuasive game mechanic that constructs an implicit connection
between some particular group of persons depicted in the narrative game elements and some
stereotype trait assigned to that group (e.g., depiction of stereotypically represented Arabs as
terrorists in an action game). This connection is usually not a carrier of essential importance for
progression in the game, but it is still ubiquitous during gameplay. Also, the mechanic does not
usually provide complex information about this connection. As such, we assume this mechanic
will affect implicit rather than explicit attitudes.
Meaningful Feedback
As we define it, Meaningful feedback is a persuasive game mechanic that is directly
related to progression in the narrative game. When players perform acts related to the measured
phenomenon depicted in the narrative game, they are rewarded by a positive or negative
outcome. This creates the connection between the act and its outcome value. Meaningful
feedback can be implemented in various ways: including a simulation through an economical
model depicting how something works; through representation of game rules and processes
(Procedural Rhetoric; Bogost, 2010); through some form of a reward system linking some actions
with positive rewards or to penalties; or through a combination thereof. For instance, if the
VIDEO GAMES AND ATTITUDE CHANGE 8
narrative game simulates a child picking cotton in a field as a tedious, hard and frustrating
activity with a little reward, it creates a connection between child labor and these negative
feelings in the gameplay. Meaningful feedback can affect either explicit or implicit attitudes as it
can provide complex information about the outcome of some actions. It can also create frequent
connections between measured phenomenon and some particular concepts that have positive or
negative value for players.
Perspective-taking
Perspective-taking is a persuasive mechanic that provides players with a complex take on
the measured phenomena from multiple points of view. Therefore, it introduces arguments about
the topic: often from complementary or contradicting perspectives (e.g., providing players with
interpretations of the Syrian conflict from the perspectives of all parties involved). Some
arguments are in favor of, and some are against, players’ initial explicit or implicit attitudes, but
they all come from the one source. As such, they can possibly mitigate the credibility bias (see
Section Theoretical Background of Attitude Change). We expect that perspective-taking will
affect explicit rather than implicit attitudes.
Game Genres
For the sake of the present meta-analysis, we contrast just two categories of game genres:
action games and non-action games. The reason for this split is as follows: Action games often
put players in time pressure situations requiring their imminent reactions to proceed further in the
game compared to the non-action games which do not. Also, success in action games relies more
on hand-eye coordination and motor skills to control the game precisely in order to react to
imminent stimuli in limited periods of time. We consider games that do not fit these
characteristics to be non-action games. There is potentially a difference between narrative action
VIDEO GAMES AND ATTITUDE CHANGE 9
games and narrative non-action games in relation to attitudes. On the one hand, in narrative non-
action games, players can have more time to perceive complex information about the depicted
topics; and this with less distractions. On the other hand, narrative action games can create direct
connections between the depicted topics in these games and some concepts of positive or
negative value despite potential time pressure. The forming of these connections does not require
transmission of complex information to happen. Therefore, narrative non-action games should be
more suitable to affect explicit attitudes and narrative action games should be more suitable to
affect implicit attitudes.
Hypotheses
H1: Narrative Video Games Induce a Change in Players’ Explicit (H1a) and Implicit Attitudes
(H1b)
Narrative video games can deliver messages about depicted topics and affect players’
attitudes towards these topics within their persuasive game mechanics. They also allow players to
interact with these depicted topics and, by doing so, let players challenge their own evaluations of
the topics. There are several studies suggesting short-term and long-term effects of narrative
video games on attitude evaluations (e.g., Kolek et al., 2021; Kampf, 2015; 2016a). Therefore,
we assume that, on a general level, narrative video games will significantly affect explicit and
implicit attitudes.
Next, we examine the following moderating effects.
Intervention Duration
H2: Duration of Intervention is Positively Related to the Magnitude of Explicit (H2a)
and Implicit (H2b) Attitude Change. Longer duration of an intervention results in a longer
period of time during which participants are exposed to information related to the measured
VIDEO GAMES AND ATTITUDE CHANGE 10
phenomenon within the game, i.e., how long they are exposed to the game’s persuasive
mechanics. On the most general level, to change someone’s attitude means to provide this person
with information in any form that will challenge their initial attitude. A study by Maier and
Richter (2013) suggests that even attitude-inconsistent information will not be ignored (as
assumed by the cognitive dissonance theory (Festinger, 1958)), rather it will affect our attitudes
less than attitude-consistent information. Therefore, we assume that the longer intervention
duration will affect players’ attitudes (both implicit and explicit) more compared to the short
intervention durations.
Type of Comparator
H3: The Magnitude of Explicit Attitude Change is Smaller in Studies Using Control
Groups with Topic-related Activities than It Is in Studies Using Control Groups with
Topic-unrelated Activities. We do expect that narrative video games have the potential to affect
players’ explicit and implicit attitudes as already elaborated. At the same time, there is no
empirical evidence suggesting that activities unrelated to the measured phenomenon will affect
explicit attitudes towards that phenomenon. Therefore, we expect that the magnitude of explicit
attitude change in experimental groups in comparison to a corresponding control group will be
smaller in studies using control groups with topic-related activities (e.g., books or lectures about
the measured topic) than in studies using control groups with topic-unrelated activities (e.g.,
playing an unrelated game, watching an unrelated documentary).
H4: Narrative Video Games Change Player’s Implicit Attitudes Only if Compared to
Control Groups with Activities Unrelated to the Measured Topic (H4a), but Not if
Compared to Control Groups Using Activities (H4b) Related to the Measured Phenomena.
We do expect that the main mechanism causing implicit attitude change, i.e., co-occurrence of
VIDEO GAMES AND ATTITUDE CHANGE 11
two concepts in one’s environment, can occur comparably in the game as in any related activity
since it does not require any representation of complex information.
Game Mechanics and Their Effects on Attitudes
Implicit and explicit attitude changes depend on different and often interconnected
processes. Therefore, we also expect that the different persuasive game mechanics affect explicit
and implicit attitudes differently (see Table 1), as detailed in the following text.
H5: Implicit Attitudes Are More Affected by Games Using Stereotyping and
Meaningful Feedback as Persuasive Game Mechanics than by Other Game Mechanics.
According to the APE model, mental structures responsible for our implicit attitudes can be
changed by the frequent co-occurrence of two (or more) concepts in one’s environment. We
assume that this frequent occurrence of two concepts is more likely to happen when the game
uses Stereotyping and Meaningful feedback as persuasive game mechanics. This is because they
both can frequently link two (or more) concepts together within the game. The first one links the
measured concept with some stereotypical characteristic; the second one links the measured
concept with a positive or negative value assessment of players’ actions within the game.
Perspective-taking as a persuasive mechanic does not create such ubiquitous and clear
connections between the two concepts within the gameplay.
H6: Explicit Attitudes Are More Affected by Games Using Perspective-taking and
Meaningful Feedback as Persuasive Mechanics than by Other Game Mechanics. Changing
explicit attitudes relies on the acquisition of new information that is potentially challenging one’s
current beliefs. On the empirical level, several studies suggest that Perspective-taking is able to
affect explicit attitudes (e.g., Kolek et al., 2021; Todd & Gallinsky, 2014; Kampf, 2015; 2016a).
Within the gameplay, Perspective-taking provides players with a complex, multi-perspective take
on the measured phenomena. Furthermore, it should be able to mitigate credibility bias (see
VIDEO GAMES AND ATTITUDE CHANGE 12
Section Theoretical Background of Attitude Change). Therefore, we assume that Perspective-
taking can affect players’ explicit attitudes.
Meaningful feedback as a persuasive mechanic provides players particular freedom to do
various, in-game actions related to the measured phenomenon. It assigns the outcomes of these
actions a negative or positive value. The reasoning behind this assignment can be
comprehensively elaborated within the game narrative. Therefore, we assume that the Meaningful
feedback mechanic can affect players’ explicit attitudes.
Game Genres
H7: Narrative Action Games Have a Larger Effect on Implicit Attitudes than on
Explicit Attitudes. Narrative action games are more suitable for frequently demonstrating a
particular link between two concepts (thus the mechanism affects implicit attitudes) than for
providing topic-related complex information (thus the mechanism affects explicit attitudes).
Therefore, we assume that implicit attitudes will be more affected by narrative action games than
will be explicit attitudes.
H8: Narrative Non-Action Games Have a Larger Effect on Explicit Attitudes than
Do Action Games. Attitude challenging information is required to affect someone’s beliefs and
thus their explicit attitudes. Narrative, non-action video games represent a format with a higher
potential to demonstrate complex information to players without time pressure limiting the
exploration of their narratives. Therefore, we expect that explicit attitudes will be more affected
by narrative, non-action video games than by action games.
Exploratory Analyses
We also have two exploratory goals. First, we examine whether the magnitude of explicit
attitude change remains the same over time between the immediate posttest and the delayed
VIDEO GAMES AND ATTITUDE CHANGE 13
posttest or whether it changes. Predictions from theories as regards long-term attitude change are
mixed. On the one hand, as described by cognitive dissonance theory (Festinger, 1958), newly
acquired information, which is not in line with one’s explicit attitudes, will result in the creation
of cognitive dissonance and the subsequent motivation to solve it. This can happen either by
acquisition of new information, which will resolve the dissonance and change beliefs, or by
rejecting the new information. Therefore, this theory assumes that one’s explicit attitudinal
changes will remain the same over the long term, or that they will, to some extent, shift back to
their original values. On the other hand, the “sleeper effect” theory suggests that the persuasive
effect can increase over time (Priester et al., 1999) when the message is thoughtfully elaborated.
Within this meta-analysis, we intend to explore the direction of the long-term trend of explicit
attitude change.
Second, we examine whether there is any significant effect of age or education on attitude
change. Here, we do not have any particular prediction.
Method
Inclusion Criteria
The process of study selection is outlined in the Prisma Flowchart (Page et al., 2021; see
Figure 1). We have included in our meta-analysis only studies that met the inclusion criteria in
the following four domains:
Intervention
We have included only narrative video games as explained in Section Narrative Video
Games and Attitude Change. We have also excluded studies focused only on particular game
elements not related to the game narrative (e.g., game based-learning elements). However, studies
dealing with the effects of game elements possessing any potentially significant meaning for a
VIDEO GAMES AND ATTITUDE CHANGE 14
game narrative, e.g., visual design or a dress-code for game characters, were considered as
relevant for our analysis as they can be a part of persuasive game mechanics (see Section
Persuasive Game Mechanics)
Outcome
We have included all studies dealing with attitudes, as defined in Section Theoretical
Background of Attitude Change, and the changing thereof. This included all effects, impacts,
changes or evolutions of attitudes in relation to the experimental intervention; i.e., playing the
game. For the purpose of this meta-analysis, attitude change is considered the dependent variable.
Furthermore, attitudes examined in the study had to be related to particular substantive topics
represented in the game narrative. Therefore, we excluded all studies focusing on general
attitudes towards a) games or playing games (e.g., Zhu, Lin & Hsu, 2012; Garneli, Giannakos &
Chorianopoulos, 2017) or b) towards any other general activity related to the actual playing of the
game; e.g., attitude towards competitiveness (Williams & Williams, 2011) or learning attitudes
(e.g., Lin, Tutwiler & Chang, 2011).
Study Design
Studies in our research sample had to collect quantitative data and allocate subjects to the
interventions and some sort of control group(s). At least one experimental group in the study had
to experience intervention through a narrative video game. Beyond this general condition, the
intervention by the narrative video game should have been the only intended element affecting a
player’s attitudes towards the topic. Based on this reasoning, we excluded studies with video
game interventions that were preceded or accompanied, for example, by a seminar, workshop or
collective debate about the topic (Strawhacker et al., 2018; Hornung et al., 2000) and also studies
with external elements within the study design, e.g., driving a car in a video game while
VIDEO GAMES AND ATTITUDE CHANGE 15
telephoning in a real life (e.g., Downs, 2014) that would purposefully affect players. Along the
same line of reasoning, we also excluded so-called “exergames”, e.g., games combining playing
with physical activity as a form of exercise. Second, we also excluded studies examining the
effectivity of “advergames”; that is, games promoting a product or a brand. Those games’
persuasiveness is rooted in their interest in favoring a particular commercial product or brand,
which is a qualitatively different factor compared to other games in our study.
Data Availability
We also included three practical limitations. First, the paper had to be in English. Second,
it had to contain the relevant data about the examined groups or be available upon request (all
authors were contacted at least twice). Third, the paper’s full text had to be accessible (paywalled
papers included).
Search Strategy
To optimize for the best tradeoff between the search’s recall and precision, we used an
adaptation of the relative recall technique (Sampson et al., 2006). The strategy was to carry out a
pilot search with maximum sensitivity, arrive at a legacy set of reference studies, and iteratively
adjust the search string to return all or nearly all of the identified legacy set in each database
while optimizing for specificity.
First, in September 2018, we pilot-searched Scopus, Web of Science Core Collection and
Google Scholar databases using the search string “attitude* AND game*”. This broad pilot
search was intentionally aimed at maximizing sensitivity, while sacrificing search specificity. We
screened the first 1,000 most relevant studies in Google Scholar; the first 1,500 most relevant
studies in Web of Science; and the first 500 most relevant studies in Scopus. We also examined
references in the identified records to find information about other relevant studies. We ended up
VIDEO GAMES AND ATTITUDE CHANGE 16
identifying 26 possibly eligible studies. Second, we iteratively adjusted the pilot search string to
make it more specific in order to recall all, or nearly all, of the 26 identified legacy studies
present in each database. We did this while limiting the maximum number of hits per database to
1,500. Databases used to search the literature are listed in Table S1 in the Appendix A. The final
search took place on August 18, 2020. Search capabilities differ slightly across databases, so we
had to use a distinct translation of our search string for each database. Here is a search operator
used for the Scopus database:
TITLE-ABS-KEY ((attitude* OR stereotype*) AND (change OR effect OR significant*
1
OR
impact) AND (game*) AND (experiment* OR empirical* OR intervention)).
Selection of Studies
Using various translations of the above-given search string across the 8 databases (Table
S1 in the Appendix A), we have identified 3,832 studies. For an additional eligibility check, we
have included 34 possibly eligible studies from the pilot search not recalled during the systematic
database check, citation searching, and other resources; i.e., one study in review (See Prisma
flowchart in Figure 1).
Data Extraction
Coding quality was checked by utilizing a second coder who coded a random 30% of all
studies included. Coding disagreements were discussed and, if needed, resolved by consulting
one of the other authors. The aim was not just to catch coding errors, but also to look for potential
problems in the coding scheme. One particular variable was redefined after this process –
Persuasive mechanics. Originally, it consisted of 6 values – Stereotyping, Perspective-taking,
1
In the pilot testing of the search string, the keyword “significant” helped to increase the recall of quantitative
studies. This was the initial reason for including this keyword, but we also carried out the search with this keyword
left out. This led to the omission of two studies, but there was no noteworthy change in the results (Δg = 0.0051).
Details about excluding the keyword “significant” can be found in the Appendix B).
VIDEO GAMES AND ATTITUDE CHANGE 17
Economical model, Procedural rhetorics, Reward system and Others. However, the analysis
revealed that the categories Economical model, Procedural rhetorics and Reward system
overlapped and difference between them was not reliably recognizable. Therefore, we have
decided to unite them into one category Meaningful feedback: due to the many similarities
between them. Inter-rater reliability for metric variables ranged from Cohen’s κ = .67 (for
Intervention Duration) to κ = 1, with a mean Cohen’s κ at .92. For categorical (mostly binary)
variables, we computed the percentage agreement, which ranged from 76% (whether the effect
was focal) to 100%, with a mean percentage agreement of 94%. Complete report of inter-rater
agreement calculations can be found in the Appendix C (online only).
In case of missing data needed for the computation of effect sizes, we have contacted
article authors at least twice by email, leaving at least a 14-day period between attempts.
Moderators
Type of Attitudes
We have distinguished between a) implicit attitudes, i.e., those assessed using response
time measures (e.g., Implicit Association Tests); b) explicit attitudes, i.e., those assessed using
self-reported questionnaires involving Semantic differentials or Likert Scales.
Intervention Duration
We have collected data about the means of experimental intervention durations. In cases
where authors stated this value as an interval, we have used its mean value.
Persuasive Mechanics
We have divided the studies into four categories: a) Perspective-taking; b) Meaningful
feedback; c) Stereotyping (see Section Persuasive Game Mechanics); and d) a Non-defined
category for studies with unclear or multiple persuasive mechanics.
VIDEO GAMES AND ATTITUDE CHANGE 18
Posttest Delay
We have recorded data about the number of days between the intervention and the
posttest collection of data from participants. In cases where authors stated this value as an
interval, we have used its midpoint.
Game Genres
The games used in experimental interventions were coded as being divided into the
following two categories: a) action games; b) non-action games (see Section Persuasive Game
Mechanics for the theoretical background).
Control Groups
We coded control group types as follows: a) Activity unrelated, which involves a
lecture/presentation/reading on a topic unrelated to the one in the experimental group; b) Game
with a different mechanic, which is a game featuring an unrelated topic and using different
mechanics than the game in the experimental group; c) Game with a similar mechanic, which is a
game on an unrelated topic but which uses similar mechanics to the game in the experimental
group; still, some of their aspects differ like avatars, mission, etc.; d) Activity- related, which
involves a lecture/presentation/reading on a topic related to the one in the experimental group; e)
No activity apart from study measurements and f) Combination of various activities, such as
games, videos or reading.
Age/Education
We have collected data on participants’ mean ages and also data on education level. We
have distinguished the following categories: a) elementary school students; b) secondary school
students; c) university students; d) other, which included everyone else outside the first three
categories.
VIDEO GAMES AND ATTITUDE CHANGE 19
Other Moderators
Moderators that were coded but not used for any hypothesis are described in Appendix D
(online only).
Effect Size Computation
We used primarily group posttest means, SDs (or SEs) and Ns to compute Hedges’ g, a
standardized mean difference effect type corrected for small sample bias (Hedges & Olkin,
1985). In case group descriptives were not available, we converted the effect sizes from reported
test statistics or other types of effect sizes. The computation and conversion of all effect sizes
were carried out in code, using formulas laid out in Borenstein et al. (2009). To counteract a
possibly biasing effect from undisclosed subject exclusions, we checked whether the sum of
group Ns approximately matched the total sample size (N +/-2). If it did, we used the respective
group Ns. If it did not, we tried to compute group Ns based on the reported degrees of freedom,
assuming a balanced design. If only the total sample size was reported, we also assumed a
balanced design. We excluded effects for which the essential data was not reported and could not
be recovered from the authors.
Analysis
Effect sets including more than 10 effect sizes were considered informative and were
synthesized employing multilevel random-effects models with Satterthwaite’s small-sample
adjustment. We included all theoretically relevant effects for each study. To account for
dependencies among the effects, we employed robust variance estimation (RVE) with the CHE
working model (Correlated and hierarchical effects; Pustejovsky & Tipton, 2020). These models
account for both types of dependencies among the effects simultaneously – nesting of effects
within studies and clustering due to estimation of effects based on the same participants. As data
on the sampling correlations among the effects is frequently unavailable, a constant sampling
VIDEO GAMES AND ATTITUDE CHANGE 20
correlation of .5 was assumed. As a sensitivity analysis, we relaxed this assumption by varying
the sampling correlation from 0 to .6 in increments of .2. To test for equality of effect sizes across
the levels of the moderators studied, we used the robust HTZ-type Wald test (Pustejovsky &
Tipton, 2020).
Apart from the effect size estimates, we examined the absolute and relative heterogeneity
using τ and I2, respectively. To estimate the range of true effects to be expected in similar future
studies, we calculated 95% prediction intervals.
Prior to our analyses, we carried out an in-depth diagnosis of the random-effects meta-
analytic model. Specifically, we screened for influential outliers using the Baujat plot and
influence diagnostics indices. Outliers exerting an excessive influence on the meta-analytic
model (if any) were only excluded in a sensitivity analysis.
In a sensitivity analysis, we also checked whether excluding studies with a high overall
risk of bias (utilizing algorithmic-based judgment) and effects based on mathematically
inconsistent means or SDs did have a meaningful influence on the meta-analytic inferences.
All models were fitted using restricted maximum-likelihood estimation using R packages
metafor, version 2.5 (Viechtbauer, 2010) and clubSandwich, version 0.4.2. (Pustejovsky, 2020).
The data analysis was carried out in R also using the following packages: esc (Lüdecke, 2017),
tidyverse (Wickham et al., 2019), lme4 (Bates, Maechler, Bolker, Walker, 2015), dmetar (Harrer
et al., 2019), and psych (Revelle, 2018).
Adjustment for Publication Bias
As null or negative results are less likely to get published, available studies represent a
biased sample of the conducted (and all conceivable) studies. Under the influence of publication
bias, the meta-analytic effect size estimates tend to be inflated to an unknown and possibly
VIDEO GAMES AND ATTITUDE CHANGE 21
substantial degree and have an excessive false-positive rate (Carter et al., 2019; Hong & Reed,
2020; Ioannidis, 2008).
Although bias adjustment methods assume a more realistic selection process, they may
fail to recover the “true” magnitude of the studied effects under a number of realistic conditions.
The estimates should thus rather be seen as approximations (see Ropovik et al., 2021). If the
adjusted estimates from selection models markedly diverged from the crude meta-analytic
estimates, then we primarily used bias-corrected estimates to guide our substantive inferences.
Selection Models
As the primary bias-adjustment approach, we applied a permutation-based implementation
of the step-function selection model (see McShane et al., 2016). Selection models are a
statistically principled, highly flexible family of models that directly map the functional form of
the biasing selection process. In short, a 3-parameter selection model includes the following
parameters: population effect size, heterogeneity, and the likelihood that a non-significant vs.
significant result gets published. The model then uses maximum likelihood to estimate the three
parameter values under which the observed data are most likely (McShane et al., 2016). By
default, we applied the 4-parameter selection model (it also estimates the probability of the effect
being in the opposite direction). If there was too little data (at least one of the p-value intervals
contained less than 4 focal p-values), the estimation procedure automatically reverted to the 3-
parameter selection model. All selection models (including the one-parameter selection models p-
uniform* and p-curve) subset only the results that were deemed to be the study’s focal effects
(reported in the abstract).
As selection models suited for the analysis of multi-level data are yet to be developed, the
dependencies among the effects were handled using a permutation-based approach. We randomly
VIDEO GAMES AND ATTITUDE CHANGE 22
drew only a single focal outcome from each study, estimated the model repeatedly in 5,000
iterations, and averaged over this set of iterations by taking the model with the median estimate.
This procedure sidesteps the use of arbitrary and potentially biasing decision rules for choosing
independent effects.
To examine the variability in adjusted effect size estimates under different assumptions
about the selection process, we also computed a series of three Vevea and Woods (2005) step
function models with a priori defined selection weights. We used a fine-grained 10-step function
to model different levels of severity of bias: moderate, severe, and extreme.
Exploratory Bias-adjustment Methods
For exploratory purposes, we also supplemented the primary selection modeling approach
with the following secondary methods. Namely, we used the multi-level, RVE-based
implementation of the PET-PEESE method (Stanley & Doucouliagos, 2014), Weighted Average
of the Adequately Powered studies (WAAP-WLS estimator; Stanley, Doucouliagos, & Ioannidis,
2017) and p-uniform* (van Aert & van Assen, 2021). The details about the implementation of
these methods with the results of the latter two methods are provided in the Appendix E).
Quality of Evidence Assessment
To appraise the quality and integrity of the evidence, we have carried out the following
procedures.
Risk of Bias
First, we have assessed the risk of bias using the Revised Cochrane risk of bias tool for
randomized trials (RoB 2; Sterne et al., 2019). The risk of bias was assessed in five domains:
namely, bias arising from the randomization process; bias due to deviations from intended
interventions; bias due to missing outcome data; bias in measurement of the outcome; and bias in
VIDEO GAMES AND ATTITUDE CHANGE 23
selection of the reported result. The judgments about bias in these domains were made using an
algorithmic approach based on signaling items. When justified, the assessor could override the
suggested risk of bias judgments, but this could be done only conservatively, i.e., in the direction
of downgrading the judgment.
Numerical Inconsistencies in Reported Means and SDs
Second, using GRIM (Brown & Heathers, 2017) and GRIMMER (Anaya, 2016) tests, we
tried to identify effects based on means or standard deviations that are mathematically
inconsistent with the reported sample sizes. Checking for such inconsistencies is possible if the
outcome was a discrete variable (e.g., Likert-type individual items or scales). In that case, means
and SDs follow a fixed granular pattern for each combination of N and the number of items
(Anaya, 2016; Brown & Heathers, 2017).
Numerical Inconsistencies in Reported p-values
Next, we screened all included studies for inconsistencies in reported p-values. This
machine-based screening was carried out using the statcheck package (Epskamp & Nuijten,
2018). The method works as follows: (1) pdf files are converted to plain text, (2) which gets
scanned for statistical results reported in APA style, (3) test statistics and degrees of freedom are
extracted to recompute the p-value, (4) which is compared to the reported p-value. Having
extracted that data, we computed in which proportion of cases the p-values were inconsistent with
the reported test statistics and how many of those cases led to an inferential decision error.
Assessment of Evidential Value
Using the p-curve method, we tested whether selective reporting can be ruled out as the
sole explanation of the observed findings (Simonsohn et al., 2014). If there is evidential value in
the given literature, a right-skewed distribution of p-values can be observed regardless of power.
VIDEO GAMES AND ATTITUDE CHANGE 24
It follows that a set of direct replications is expected to yield a non-zero effect. On the other hand,
a left-skewed distribution of p-curves may indicate a substantial prevalence of questionable
research practices in the literature.
In the present meta-analysis, p-values were recomputed from the reported descriptive statistics.
The dependencies between the p-values were handled using a permutation-based procedure,
repeatedly drawing only a single focal effect from each study (with 200 iterations), estimating the
p-curve, and averaging over the set by selecting the model with the median z-score for the right-
skew of full p-distribution.
Median Statistical Power in the Literature
Lastly, we also computed the average statistical power to detect various smallest effect
sizes of interest (0.20, 0.50, and 0.70). In the supplementary materials, we also report median
power to detect the bias-corrected estimates.
Results
Sixty-seven studies from 40 papers matched the inclusion criteria. Out of those, 58
independent-sample studies (reported in 35 papers) provided sufficient information to recompute
119 effect sizes. In total, the included set of effects summarized data from 14,272 unique
participants, with a median N across the included effects of 127. The vast majority of the
included effects (96%) originated from randomized studies (see Appendix F for the full analytic
outputs and Appendix G for the list of studies and the effect sizes; both online only).
Prior to the analyses, we screened the full meta-analytic set of 119 effects for outliers.
Based on the examination of the Baujat plot and influence diagnostics indices, none of the
included effect sizes exerted undue influence on the meta-analytic model.
VIDEO GAMES AND ATTITUDE CHANGE 25
In what follows, we first carry out a comprehensive synthesis of the entire literature that
provides evidence on video games’ overall effect on attitude change. Second, we address the
substantive questions posed by this review. Third, we look at the methodological moderators to
identify design-related and meta-study factors that may affect the size of the detected effects in
this literature. Fourth, we conduct a detailed appraisal of the quality of empirical evidence; check
for the presence of reporting inconsistencies; and indications of p-hacking at the level of the
literature. Lastly, we carry out several sensitivity analyses to examine the robustness of our
results to arbitrary methodological decisions.
Narrative Video Games’ Overall Effect on Attitude Change
The set of effects reported in the literature that concerned narrative video games’ effect on
attitude change exhibited a high degree of heterogeneity, Q(118) = 483, p < .001. The standard
deviation of true effects was τ = .40, while I2 = 93% of the total variance across the observed
effect estimates was of a systematic nature (86% due to between- and 7% due to within-cluster
heterogeneity). Accordingly, the 95% prediction interval was wide; with the true effect in a
newly published study being expected to fall between -0.55 and 1.05.
The Random-effects RVE-based model estimated a mean effect size of g = 0.25, 95% CI
(0.14, 0.37), p < .001, which is a small effect. Publication bias-adjusted effect estimated by the
permutation-based 3-parameter selection model (3PSM) was likewise significant and of similar
magnitude as the unadjusted estimate, g = 0.33, 95% CI (0.14, 0.53), p = .001. To further
examine the variability in bias-adjusted estimates under different assumptions about the selection
process, we also computed a series of Vevea & Woods (2005) step function models with a priori
defined selection weights. The effect size estimates for the assumed moderate, severe, and
extreme selection of results for publication were 0.15, 0.04, and -0.07. The markedly higher
estimate for the maximum-likelihood-based 3PSM thus indicates that the selection by
VIDEO GAMES AND ATTITUDE CHANGE 26
significance in the given literature is less severe than the selection process assumed by the
“moderate” model. In fact, only 14% of all effects included from primary studies were significant
and Kendall’s correlation between the effect sizes and their standard errors was only r = .04 –
suggesting only slight asymmetry in the chances of non-significant and significant effects to be
published (as can also be seen from the funnel plot in Figure 2).
As a last, exploratory approach to bias correction, we also applied the multi-level RVE-
based implementation of the PET-PEESE method. Assuming a hypothetical study with an
infinitely large sample size, the method did not indicate the presence of an effect and returned a
bias-adjusted effect size estimate that was effectively zero, gPET = -0.03, 95% CI (-0.34, 0.27), p
= .84. The estimate was, however, rather weakly informative (judging by a relatively large CI
width) and overlapped with the 3PSM estimate and thus was not significantly different.
Although this exploratory result adds a layer of uncertainty by pointing to the rather suboptimal
amount of information in the data, the primary analyses (naive meta-analytic model and 3PSM)
indicate the presence of a small, but robust, general effect of narrative video games on attitude
change.
H1: The Effect of Narrative Video Games on Change in Explicit and Implicit Attitudes
A far larger proportion of the included studies examined the effect of video games on
explicit attitude change (k = 101, 10% significant) than on implicit attitude change (k = 18, 39%
significant). We did not detect substantial heterogeneity in the implicit attitude effects (neither
absolute, nor relative), while the heterogeneity of explicit attitude effects was substantial (see
Table 2). Both sets of effects yielded small-to-medium-sized average effects. Likewise, our
primary bias-adjustment method (3PSM) indicated that, even after accounting for publication
bias, the effect size estimate did not diverge from the unadjusted estimates. The pattern of
estimates for the series of Veeva & Woods selection models was also lower than the naïve
VIDEO GAMES AND ATTITUDE CHANGE 27
estimates similar to the overall effect results. This suggests low severity of publication bias in
both subsets. As the secondary, exploratory bias-adjustment method, PET-PEESE, detected a
significant effect only for implicit attitude change (but not for explicit attitude change) of a
practically identical magnitude as for the unadjusted effect. Overall, the literature we studied
provides empirical evidence for a modest efficacy of video games for change of both explicit as
well as implicit attitudes (based on the secondary PET-PEESE analysis, the effect on implicit
attitudes seems more empirically robust though). H1 was thus supported. For more detailed
results and plots, please see the full analytic output in the supplementary materials.
To compare the mean effects bound to explicit vs. implicit attitude change, we tested a
meta-regression model controlling for several design-related factors that may have been
prognostic with respect to the effect sizes (i.e., might vary between these sets of effects). We
adjusted the comparison for overall risk of bias, published status, mean age of participants, and
whether the intervention was administered in a lab. We did not find a difference between the
effects related to explicit vs implicit attitude change, Wald’s-type test F(1, 3.13) = 0.45, p = .55.
Nor was there an effect with the covariates left out.
Substantive Moderators
H2: The Relation between the Duration of Intervention and Attitude Change
We did not detect a relationship between the duration of intervention and attitude change
in the overall set of effects: meaning lack of support for H2 (Table 3). When broken down,
however, effect sizes related to explicit attitudes (H2a) did not prove to be associated with the
duration of the intervention (p = .19), while effects related to implicit attitudes (H2b) did (p =
.003). When we subset just the effects based on delayed posttests, the magnitude of explicit
VIDEO GAMES AND ATTITUDE CHANGE 28
attitude change also did not change significantly over time (from immediate posttest to the
delayed posttest).
H3 & H4: Characteristics of the Comparator Group and Attitude Change
We also first assumed that the magnitude of explicit attitude change (H3) is smaller in
studies using control groups with topic-related activities than in studies using control groups with
topic-unrelated activities. Although the difference between the respective subgroups was in the
expected direction, g = 0.29 for subgroup using unrelated activities and g = 0.13 for related
activities subgroup, it was not significant (Table 3). This indicates a lack of support for H3.
At the same time, we expected that video games would change player’s implicit attitudes
(H4) only if compared to control groups with unrelated activities towards the measured topic, but
not if compared to control groups using related activities towards the measured phenomena. This
prediction (as stated in H4) could not be tested as none of the implicit attitude effects were based
on a design with controls doing related activities.
H5 & H6: Persuasive Mechanics and Attitude Change
Next, we tested whether implicit attitudes are affected more by games using Stereotyping
and Meaningful feedback as persuasive mechanics than by Perspective-taking (H5). Games using
Stereotyping and Meaningful feedback were associated with significantly larger effect sizes, g =
0.37 compared to games employing Perspective-taking, g = 0.17. The difference was statistically
significant, thus corroborating H5.
On the other hand, we assumed that explicit attitudes are affected more by games using
Perspective-taking and Meaningful feedback as persuasive mechanics than by other game
mechanics, i.e., Stereotyping [H6]. While the pattern of mean effect sizes for these subgroups
VIDEO GAMES AND ATTITUDE CHANGE 29
was in the opposite direction, the difference was not significant. H6 was thus not supported by
our data (see Table 3).
H7 & H8: Action Games’ Effect on Attitude Change
Concerning the type of game, we expected that action games have a larger effect on
implicit attitudes than on explicit attitudes (H7). Although the pattern of meta-analytic estimates
was in the expected direction, g = 0.32 for implicit and g = 0.23 for explicit, the difference was
not statistically significant.
From a different perspective, we also hypothesized that non-action games have a larger
effect on explicit attitudes than do action games [H8]. Here, both subgroups were quite similar in
terms of average effect size, with g = 0.26 for non-action games and g = 0.21 for action games.
This difference was therefore not significant. Current data provided evidence neither for H7, nor
for H8 (see Table 3).
Basic Characteristics of the Sample and Attitude Change
As an exploratory analysis, we also looked at the relationship between attitude change and (1)
mean age of the participants and (2) the sample’s gender composition (see Table 3). First, we
found some feeble evidence of a negative relationship between the magnitude of attitude change
and age. The impact of video games very slightly diminished with increasing age. On the other
hand, the effect of video games seemed invariant with respect to the sample’s gender composition
(percentage of females).
Methodological and Meta-Study Moderators
In brief, we also assessed the moderating role of several design-related and meta-scientific
factors.
VIDEO GAMES AND ATTITUDE CHANGE 30
First, we did not detect a difference between effects from non-laboratory studies (k = 23, g
= 0.15) compared to effects coming from in-lab studies (k = 88, g = 0.28), F(1, 5.68) = 1.05, p =
.35.
Second, studies restricting the sampling frame using demographic factors (k = 97) that
may play a role in attitude change outcomes (thus decreasing the sampling variability) found
larger effect sizes, g = 0.31, than studies not applying a restrictive sampling scheme (k = 20), g =
-0.04, F(1, 9.64) = 13.50, p = .005. Since the majority of studies used some kind of range
restriction, effect sizes found in this meta-analysis will likely prove to be smaller in more general
samples. That said, an F-test of the equality of variances could not reject the hypothesis that the
population variances for restricted and unrestricted samples were identical, F(19, 97) = 0.90, p =
.58. Thus, the effect of range restriction may well be negligible.
Third, although effects produced by commercial games (k = 51, g = 0.35) were larger in
our sample of effects, compared to non-commercial games (k = 65, g = 0.18), the difference (or
the precision of the estimates) was not large enough to be significant, F(1, 51.7) = 1.89, p = .18.
Lastly, using covariate-adjusted models, we examined whether (a) the precision of the
study designs has been improving over the years, (b) whether more informative (lower SE)
studies tend to attract more citations, or (c) the same studies tend to get published in higher-
impact journals, (d) whether studies reporting larger effect sizes tend to get more attraction, and
lastly (e) whether there is a decline effect where studies showing more extreme (possibly
opposite) results appear early in the research line rather than later as data accumulates (Ioannidis
& Trikalinos, 2005). We found empirical support only for (c) the positive relationship between
the study’s precision and the journal’s impact. Details and results of these analyses can be found
in the supplementary materials.
Assessment of the Quality of Evidence Underlying the Overall Effect
VIDEO GAMES AND ATTITUDE CHANGE 31
Most concerns regarding the risk of bias in the included set of studies were due to bias
arising from the randomization process (49% of studies being at low risk of bias) and due to bias
in the selection of the reported results (only 20% being at low risk). Overall, only 29% of studies
were rated as low risk, 15% raised some concerns, while 56% were at high risk of bias (i.e., being
at high risk of bias in at least one domain or raising some concerns in multiple domains). See
Figure 3 for more detailed results on each domain.
Second, 71% of the included effects targeted outcomes measured on a discrete scale. To
examine the presence of reporting inconsistencies in the literature, we checked whether means
and standard deviations underlying these effects were mathematically consistent with the reported
sample sizes. Here, we found that 22% of these effects were flagged as being based on at least
one mathematically impossible mean (18%) or SD (4%) – that is, mean or SD that cannot be
arrived at given the reported N.
Third, we carried out machine-based, full-text screening (Epskamp & Nuijten, 2018) to
extract all test statistics and the associated p-values reported in all 40 papers included (not just the
ones providing sufficient effect size data). These test statistics were properly reported in APA
style in 48% of the papers. Out of 469 extracted results, 10.5% were flagged as errors. In 8% of
those flagged as errors, the error led to the opposite conclusion regarding the presence of the
effect. Overall, reporting errors related to inconsistency between the reported test statistics and
the p-value were distributed relatively evenly across the literature: with at least one such error
being present in 58% of all papers included.
Fourth, we examined the indications of the presence of p-hacking using a permutation-
based p-curve analysis. The distribution of p-values was right-skewed, indicating the presence of
evidential value, zhalf = -2.74, phalf = .003. As the p-curve only includes independent significant
effects, the median model was based on just 7 effect sizes. That said, we did not detect any
VIDEO GAMES AND ATTITUDE CHANGE 32
pattern consistent with a large prevalence of p-hacking in this literature. This also held for both
subgroups, implicit attitudes as well as explicit attitudes subsets, where both p-value distributions
were associated with phalf < .005. The median p-curve for the overall effect can be seen in Figure
4.
Lastly, the overall literature was adequately powered (.98) to detect effect sizes of
medium magnitude (d = 0.50) on average. On the other hand, the median statistical power to
detect a small hypothetical effect size (d = 0.20) was relatively low; at only .36, on average.
Discussion
General Effect of Narrative Video Games on Attitudes
On the most general level, available evidence indicates that narrative video games do
affect attitudes towards the depicted topics: both explicit and implicit. Video games are a popular
phenomenon in our societies. The fact that they seem to have a marked impact on attitudes is
crucial for debates about the way they represent our world. For instance, narrative video games’
representations of marginalized groups, history or gender stereotypes are, according to these
findings, transcending the medium itself and affect our daily lives and our interpretation of the
world.
Beyond this general finding, we have also examined multiple moderators of this global
effect: like intervention duration, different game design models embedded in video games, and
other methodological aspects of research designs utilized in this field.
Intervention Duration
Evidence related to Hypothesis 2 was rather mixed. The intervention duration did not
prove to have the presumed effect on explicit attitudes (H2a). Nevertheless, the longer
intervention duration resulted in larger effect sizes on implicit attitudes (H2b) as presumed.
VIDEO GAMES AND ATTITUDE CHANGE 33
This means that the longer one plays the narrative video game, the larger the impact it has
on their implicit attitudes but not necessarily on their explicit attitudes. These findings support the
idea theoretically posited by the APE model: that implicit attitude change is caused by the
frequent co-occurrences of the measured concept with another concept of positive or negative
value. As exposure time seems to be related to the magnitude of the effect on associations about
conveyed topics, this implies that narrative video games with longer durations may have a more
significant effect on players’ attitudes. Furthermore, it is important to mention that intervention
durations in the analyzed studies are relatively short compared to dozens of hours of gameplay
offered by most of the popular narrative video games on the market.
Possibly, as regards the lack of support for H2a, the effect on explicit attitude change may
be tied to the role of participants’ relationships to the measured topic. Unlike implicit attitudes,
explicit attitudes are based on multiple, consistent, logical conclusions which reflect what one
considers to be truth. As such, the participants’ relationships to the topic is potentially of similar
or greater importance than the intervention duration. This has been suggested by a few studies.
For example, the results of studies by Kampf (2016b) and Alhabash & Wise (2015) indicate that
belonging to a particular national group is crucial for the effect of narrative video games on
attitude change towards the Israeli-Palestinian conflict or the parties involved.
The finding that the length of the intervention might not be essential for changing explicit
attitudes is also supported in the study by Pena et al. (2018). They collected data in the middle of
the experiment and at its end; participants’ explicit attitudes towards the topic did not change
between those two data collection points even though the duration of the intervention was
doubled. However, more data is needed on that issue.
Persuasive Mechanics
VIDEO GAMES AND ATTITUDE CHANGE 34
Our results indicate that particular persuasive game mechanics (Stereotyping and
Meaningful feedback) have a larger effect on implicit attitudes than others (H5). On the other
hand, we have found no support for the idea that Perspective-taking and Meaningful feedback
have larger effect on explicit attitudes compared to the Stereotyping mechanic (H6).
These results suggest that particular game design patterns linking depicted topics with
some characteristics may differ in their effects on implicit attitudes. However, our findings
regarding explicit attitudes do not support our original prediction. There are two possible
explanations. First, similar to intervention duration, explicit attitudes may be more prone to being
affected by participants’ relationships to the measured concept (Kampf, 2016b; Alhabash &
Wise, 2015). Second, the chosen category Meaningful feedback is relatively broad. However, that
is speculation and further research needs to be done to examine it.
On a general level, our findings about the persuasive game mechanics are the first such
complex data brought to the debate about which particular game elements are responsible for
attitude change. Focusing on game persuasive mechanics, we have identified which game design
patterns are associated with changes in implicit attitudes. However, there was a lack of such clear
signals in the domain of explicit attitudes. This particular area of research is still in its
beginnings, but our findings are not only relevant for mapping the effect of narrative games on
society, they also possess unique value for game designers and experts in education. They can
help the latter groups effectively develop games for change. Nevertheless, more studies are
needed to fully understand the particular game mechanisms that are affecting our attitudes.
Action vs Non-Action Games
Our analysis did not prove different effect of narrative for action (H7) and non-action
games (H8) on implicit or explicit attitudes, so neither hypothesis was supported. These findings
suggest that, whether or not the game put players in time pressure situations with a need for fast
VIDEO GAMES AND ATTITUDE CHANGE 35
reactions and a focus on hand-eye coordination, it has no noticeable effect on players’ attitudes.
Therefore, the distinction between action and non-action games does not seem to be key in
research on attitude change.
Comparator Groups
Available evidence does not indicate that magnitude of explicit attitude change is greater
for control groups using topic-unrelated activities than for those using topic-related activities
(H3). We assume that the reason games are more effective in attitude change than these more
traditional formats is that narrative video games require players to interact with the depicted
topics in game narratives in order to proceed further in the gameplay; the games often offer
players opportunities to react to the depicted topics.
We have not identified any study allowing us to evaluate the hypothesis related to control
groups and implicit attitudes (H4). Therefore, we were not able to test it.
Exploratory Goals: Gender and Age Effects
In our exploratory analysis, we have not identified any effect of gender on the magnitude
of attitude change. However, the data suggests that the potential of video games to affect attitudes
slightly decreases with age. Again, these outcomes are of an exploratory nature and should be
approached with caution. A study by Wan and Chen (2006) suggests that working memory could
have a mediating influence on the effect of age on attitude change. Specifically, that attitude
change among older adults (Mage = 74.97) relies more on argument quantity than argument
quality compared to younger adults (Mage = 20.03). The authors suggest this is caused by the
limits of working memory at a higher age. However, the weighted mean age across the studies
included in the present meta-analysis was relatively low (Mage = 21.13), thus the suggested limits
of working memory are unlikely to be a reason for the difference. Also, several studies disprove
the general effect of age on susceptibility to change in attitude (e.g., Tyler & Schuller, 1991;
VIDEO GAMES AND ATTITUDE CHANGE 36
Krosnick, & Alwin 1989). Accordingly, we see two other variables possibly responsible for this
age effect. First, video games as a format may be a less accessible or trustworthy format for older
generations. Second, the relationship of older players to the depicted topics in games might be
different. All these interpretations require more data for further clarification.
Future Directions
In general, there was sufficient information in the literature to support the main
hypothesis. However, the field is still relatively fragmented and more studies are needed to
understand fully the effect of video games on players and society. For instance, very few studies
collected data on the long-term effects of video games. Also, more studies are focused on explicit
attitudes than are on implicit attitudes. Furthermore, research on particular game elements
responsible for attitude change is only in its beginnings, so there are no other studies to compare
our results with since our analysis of the persuasion mechanics is the first of its kind. Plus, the
experiments in the studies included were predominantly focused on the effects of relatively short
interventions compared to often multiple-hour-long gameplays offered by most popular video
game titles. In relation to this, as our data suggests, the effect of intervention duration on implicit
attitudes is worth monitoring. Upcoming studies should explore the effects of longer exposure to
video games (for ecological validity reasons). Finally, much more focus, especially when
studying explicit attitudes, should be given to players’ stances on the topics assessed. This should
be mapped using attitude measurements and studying the role of individual characteristics in
general. For instance, our exploratory analysis suggests that older participants might be less
susceptible to attitude change than younger participants.
Limitations
There are several limitations to this study that are worth mentioning. First, despite the
relatively elaborate and labor intensive academic database search for all relevant papers, our final
VIDEO GAMES AND ATTITUDE CHANGE 37
research sample consists of only 35 papers meeting our criteria. Second, our meta-analysis did
not focus in detail on players’ characteristics: especially their relationships to depicted topics.
That is because the vast majority of studies do not report this data. In our opinion, none of the
limitations undermines the paper’s key findings.
Conclusion
This meta-analysis is the first contribution of its kind to the body of knowledge in the
field of narrative video games and their effects on attitudes. The findings suggest that narrative
video games are able to affect players’ attitudes towards the topics depicted in these games. This
effect is present in studies focused on both implicit and explicit changes in attitude.
Furthermore, our data suggests several moderating effects. Most notably, it seems that
longer intervention duration and persuasive game mechanics such as Stereotyping and
Meaningful feedback result in larger implicit attitude change. Also, our exploratory analysis
suggests that participants’ attitudes are less affected by video games as they reach a higher age.
However, this effect is rather small.
Narrative video games are widespread phenomena in our societies and culture. Our meta-
analysis provides evidence that they are not only part of our world, but that they are also shaping
how we think about it. There are still significant gaps in fully understanding this process, and
more studies are needed to provide a better picture of how to design video games promoting
positive attitudinal change.
VIDEO GAMES AND ATTITUDE CHANGE 38
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Table 1
Expected Effect of Persuasive Game Mechanics on Explicit and Implicit Attitudes
Persuasive mechanic
Effect on explicit attitudes
Effect on implicit attitudes
Perspective-taking
significant effect
no significant effect
Meaningful feedback
significant effect
significant effect
Stereotyping
no significant effect
significant effect
VIDEO GAMES AND ATTITUDE CHANGE 52
Table 2
Meta-analysis Results for Video Games’ Effect on Explicit and Implicit Attitudes
k
g
[95% CI]
SE
τ
I2
3PSM
estimate
3PSM
p-value
V&W
estimate
Explicit
101
0.24
[0.11, 0.37]
0.07
.43
94%
0.32
[0.09, 0.55]
.006
0.12
[-0.01, 0.26]
Implicit
18
0.36
[0.24, 0.48]
0.05
.11
31%
0.37
[0.20, 0.54]
< .001
0.31
[0.16, 0.46]
Note. Values in brackets represent 95% CI. V&W = Veeva & Woods step function model assuming
moderate selection.
VIDEO GAMES AND ATTITUDE CHANGE 53
Table 3
Substantive Moderators
Hypothesis
Moderators
Groups of effects
K
Effect size (95% CI)
Statistical test
H2
Duration of intervention
115
B = 0.05 (-0.03, 0.14)
t = 1.31, p = .19
H3
Control group type &
explicit attitude change
Topic-related activities
30
g = 0.13 (-0.01, 0.28)
F(1, 3.67) = 3.05, p = .16
Topic-unrelated activities
89
g = 0.29 (0.14, 0.44)
H5
Persuasive mechanics in
implicit attitudes
Stereotyping & Meaningful feedback
14
g = 0.37 (0.24, 0.51)
F(1, 6.25) = 10.7, p = .02*
Perspective-taking
2
g = 0.17 (-0.17, 0.52)
H6
Persuasive mechanics in
explicit attitudes
Perspective-taking & Meaningful
feedback
92
g = 0.23 (0.08, 0.38)
F(1, 3.59) = 2.36, p = .21*
Stereotyping
8
g = 0.42 (0.10, 0.73)
H7 & H8
Type of game
Action games –> Implicit attitudes
13
g = 0.32 (0.21, 0.42)
F(1, 3.18) = 1.38, p = .32
Action games –> Explicit attitudes
31
g = 0.23 (0.03, 0.42)
Non-action games –> Explicit attitudes
69
g = 0.26 (0.10, 0.42)
F(1, 14.30) = 0.18, p = .68
Action games –> Explicit attitudes
31
g = 0.21 (0.02, 0.39)
Exploratory
Age
91
B = -0.01 (-0.03, -0.00)
t = -2.06, p = .04
Exploratory
Gender
105
B = 0.60 (-0.14, 1.33)
t = 1.59, p = .11
Note: * = Satterthwaite small-sample correction used to compute the test and CIs.
VIDEO GAMES AND ATTITUDE CHANGE 54
Figure 1
Prisma Flow Diagram (Page et al., 2021)
VIDEO GAMES AND ATTITUDE CHANGE 55
Figure 2
Forest Plot and Funnel Plot for Video Games’ Overall Effect on Attitude Change. In the Forest
Plot, Effects are Sorted by Ascending SE
VIDEO GAMES AND ATTITUDE CHANGE 56
Figure 3
Risk of Bias Chart
VIDEO GAMES AND ATTITUDE CHANGE 57
Figure 4
p-curve or the Overall Effect
VIDEO GAMES AND ATTITUDE CHANGE 58
Appendix A. List of search strings
Table A.1
Search strings used to search the academic databases
Database
Search string
Number
of articles
18. 8.
2020
Note
Scopus
TITLE-ABS-KEY(( attitude* OR stereotype*)
AND ( game* ) AND ( change OR effect OR
significant* OR impact) AND ( experiment* OR
empirical* OR intervention))
1464
Searched in Title,
Abstract, and
Keywords
The ACM
Guide to
Computing
Literature
[[Abstract: attitude*] OR [Abstract: stereotype*]]
AND [Abstract: game*] AND [[Abstract:
change] OR [Abstract: effect] OR [Abstract:
significant*] OR [Abstract: impact]] AND
[[Abstract: experiment*] OR [Abstract:
empirical*] OR [Abstract: intervention]]
125
Searched in abstract
only due to the
limitation of a
platform
Eric
(title:(attitude attitudes stereotype stereotypes)
OR abstract:(attitude attitudes stereotype
stereotypes)) AND (title:(game games) OR
abstract:(game games)) AND (title:(change
effect effects significant significantly impact)
OR abstract:(change effect effects significant
significantly impact)) AND (title:(experiment
experimental experimentally empirical
empirically intervention) OR
abstract:(experiment experimental
experimentally empirical empirically
intervention))
174
Searched in Title and
Abstract
Science
direct*
(attitude OR stereotype) AND (game) AND
(change OR effect OR significant OR impact)
AND (experiment OR experimental)
100
Searched in Title,
Abstract, and
Keywords
Science
direct*
(attitude OR stereotype) AND (game) AND
(change OR effect OR significant OR impact)
AND (experimentally OR empirical)
84
Searched in Title,
Abstract, and
Keywords
Science
direct*
(attitude OR stereotype) AND (game) AND
(change OR effect OR significant OR impact)
AND (empirically OR intervention)
65
Searched in Title,
Abstract, and
Keywords
Web of
Science Core
Collection
( attitude* OR stereotype*) AND ( game* )
AND ( change OR effect OR significant* OR
impact) AND ( experiment* OR empirical* OR
intervention)
1170
Searched in Topic,
Title, Abstract, and
Keywords
ProQuest
ti,ab(attitude* OR stereotype*) AND
ti,ab(game*) AND ti,ab(change OR effect OR
significant* OR impact) AND ti,ab(experiment*
OR empirical* OR intervention)
650
Searched in Title and
Abstract
Google
Scholar*
attitude* AND game*
1000
The identified studies
from full text search
during 1. 9 2018 were
VIDEO GAMES AND ATTITUDE CHANGE 59
included into the
sample
Note. *At the time of the search, Science direct did not support wildcards and had limited number
of characters for one search operation, therefore, we have divided our search operator into the
three
Appendix B. The effect of excluding the keyword “significant”.
The exclusion of the word “significant” from the search string resulted in missing two
studies, Cangas et al. (2017) reporting two relevant effects and Cicchirillo (2009) reporting one
relevant effect. As the latter study did not report the direction of the effect, it was not included in
any meta-analytic models anyway. The exclusion of the two effects from Cangas (both were
deemed relevant and included in our models) lead to an drop in our main estimate (H1) by g =
.0051. Thus, the exclusion of the keyword “significant” can be considered inconsequential with
respect to the meta-analytic set of effects or the actual results.
References
Cangas, A. J., Navarro, N., Parra, J., Ojeda, J. J., Cangas, D., Piedra, J. A., & Gallego, J. (2017).
Stigma-Stop: A serious game against the stigma toward mental health in educational
settings. Frontiers in psychology, 8, 1385. doi: 10.3389/fpsyg.2017.01385
Cicchirillo, V. J. (2009). The effects of priming racial stereotypes through violent video games
[Doctoral dissertation, Ohio State University]. OhioLINK Electronic Theses and
Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243867231
Appendix E. Exploratory bias-adjustment methods
As a secondary approach to publication bias adjustment, we employed the regression-
based PET-PEESE method. This model regresses the effect size on a measure of precision. Given
that the regression slope reflects the presence of small-study effects (as larger studies are less
VIDEO GAMES AND ATTITUDE CHANGE 60
likely to stay unpublished), the model intercept can then be interpreted as an average ES for a
hypothetical, infinitely precise study (Stanley & Doucouliagos, 2014). In line with our previous
work (see IJzerman et al., 2021), we used a multi-level RVE-based implementation of PET-
PEESE, modeling the same hierarchical structure as in our random-effects meta-analytic models.
Apart from that, we used √(2/N) and a 2/N terms instead of standard error and variance for PET
and PEESE, respectively, as an estimate of precision. That is because N-based predictors do not
induce a correlation between effect size and variance (as the latter is calculated using the former),
and models fitted using N-based predictors exhibit a markedly lower false-positive rate
(Pustejovsky, 2017). As a sensitivity analysis, we also employed the selection model as a
conditional estimator for PET-PEESE instead of the traditional PET, since the former tends to
fare better in terms of precision and error rates in similar analytic scenarios (Carter et al. 2019).
Dependencies among the effects were directly modeled using a RVE-based multilevel regression
model with the exact same random effects structure as the naive meta-analytic model. The main
results of the PET-PEESE analyses are reported in the paper.
In the supplementary analysis output, we also report the results of another two bias-
adjustment methods, the p-uniform* (van Aert & van Assen, 2021) and Weighted Average of the
Adequately Powered studies (WAAP-WLS; Stanley et al., 2016). The effect size estimation by p-
uniform* makes use of the fact that p-values follow a uniform distribution at the true effect size.
The combined WAAP-WLS estimator tries to identify studies that are adequately powered to
detect the meta-analytic effect. If there are fewer than two such studies, the method falls back to
the WLS estimator (Stanley, Doucouliagos, & Ioannidis, 2017). If there are at least two
adequately powered studies, WAAP returns a WLS estimate based on effects from only those
studies.
Appendix References
VIDEO GAMES AND ATTITUDE CHANGE 61
Carter, E. C., Schönbrodt, F. D., Gervais, W. M., & Hilgard, J. (2019). Correcting for Bias in
Psychology: A Comparison of Meta-Analytic Methods. Advances in Methods and Practices
in Psychological Science, 2(2), 115–144. https://doi.org/10.1177/2515245919847196
IJzerman, H., Hadi, R., Coles, N. A., Paris, B., Sarda, E., Fritz, W., … Ropovik, I. (2021). Social
Thermoregulation: A Meta-Analysis. PsyArXiv. https://doi.org/10.31234/osf.io/fc6yq
Pustejovsky, J. (2017). You wanna PEESE of d's? Blogpost. https://www.jepusto.com/pet-peese-
performance/
Stanley, T. D., Doucouliagos, H., & Ioannidis, J. P. (2017). Finding the power to reduce
publication bias. Statistics in medicine, 36(10), 1580–1598.
https://doi.org/10.1002/sim.7228
Stanley, T. D., & Doucouliagos, H. (2014). Meta-regression approximations to reduce
publication selection bias. Research synthesis methods, 5(1), 60–78.
https://doi.org/10.1002/jrsm.1095
Van Aert, R. C. M., & Van Assen, M. A. L. M. (2021). Correcting for publication bias in a meta-
analysis with the p-uniform* method. MetaArXiv. https://osf.io/preprints/metaarxiv/zqjr9/