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Increasing social awareness about asexuality through an interactive narrative
Thesis   Open access

Increasing social awareness about asexuality through an interactive narrative

Martina Tucker
Master of Science (M.S.), Drexel University
Aug 2016
DOI:
https://doi.org/10.17918/etd-7123
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Tucker_Martina_20161.83 MBDownloadView

Abstract

Digital media Educational games--Research Computer games--Social aspects--Research Sex differences in education
This thesis investigates the effect of techniques utilized in educational and persuasive games when used to create awareness about asexuality, in particular if they have any effect on the player's understanding of asexuality or their view towards it. Asexuality is generally misunderstood in society, and if it is represented in media, it is often in a negative way. As part of this research, a visual novel was developed working with members of the Asexual Visibility and Education Network (AVEN), utilizing their experiences to create the narrative of the game, where the player follows an asexual main character through a branching narrative of experiences with their asexuality. Using true stories ensured that the game would provide an instance of positive representation for the asexual community. The study consisted of 32 people identifying as heterosexual, homosexual, bisexual, pansexual, questioning and asexual. The majority of the group were asexuals interested in seeing how they were represented in the game. The players completed a pre- and post-questionnaire in order to see the difference in their opinions of asexuality and LGBT in general before and after playing the game. The study found that the players felt that they learned from playing the game, but there was no statistically significant change in their knowledge or attitudes due to most of the players being rather open minded or asexual themselves.

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