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2018 | OriginalPaper | Chapter

10. Use of Computer Game as an Element of Social Campaign Focusing Attention on Reliability of Information in the Internet

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Abstract

The chapter presents an example of analysis of the game created for the purpose of social campaign, taking into consideration its playability and impact of the message included in the game. Methods of cognitive neuroscience were used for the analysis. The recording included what the player was looking at, the GSR signal and EEG, on the basis of which the Memorization Index was calculated. It allowed to specify, which parts of the game were boring, as well as what parts of the message in the game might have been remembered by the player.

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Literature
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go back to reference Vecchiato G, Maglione AG, Cherubino P et al (2014) Neurophysiological tools to investigate consumer’s gender differences during the observation of TV commercials, computational and mathematical methods in medicine. Comput Math Methods Med, 1–12 Vecchiato G, Maglione AG, Cherubino P et al (2014) Neurophysiological tools to investigate consumer’s gender differences during the observation of TV commercials, computational and mathematical methods in medicine. Comput Math Methods Med, 1–12
Metadata
Title
Use of Computer Game as an Element of Social Campaign Focusing Attention on Reliability of Information in the Internet
Author
Mariusz Borawski
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-319-99187-0_10