The study conducted by Stanford University’s Virtual Human Interaction Lab conducted a study where they took 30 male and 30 female participants and immersed them in a virtual world and assigned them either to play a superhero character who could fly or to become a passenger in a helicopter. The subjects were then directed to either join a tour of the city or to save a lost diabetic child in dire need of insulin. After the game was over, participants waited as the researcher then “accidently” spilled a cup of pens a few feet away. The results were interesting. Any participant who did NOT help had been in the virtual world as a passenger in the helicopter. No former virtual world helicopter passengers helped pick up the spilled pens. People who played superheros—from either scenario—took an average of just 2 seconds to respond and help while those in the helicopter scenario took between six and seven seconds to help.

斯坦福大學(xué)的虛擬互動實(shí)驗(yàn)室進(jìn)行進(jìn)行了一項(xiàng)研究,他們讓30名男性和30名女性參與者置身一個虛擬的世界并分配他們扮演一個超級英雄人物,比如能飛行的或一位直升機(jī)乘客。受試者被指定參加某一城市的旅游項(xiàng)目或拯救一個需要胰島素的糖尿病孩子。結(jié)果很有趣。那些扮演超級英雄的僅僅花了2秒鐘就做出了反應(yīng),那些直升機(jī)的乘客則需要6-7秒才做出反應(yīng)。

This is interesting by itself but when you combine it with the results of other similar studies, it becomes clear that pro-social games can and do influence behavior positively.

Other research has shown that pro-social games—games where the player is helping others—have a positive influence on pro-social behavior.

如果你將這個實(shí)驗(yàn)和其他研究綜合起來看就會發(fā)現(xiàn),親社會游戲?qū)€體行為具有巨大的影響。

In a study led by Douglas A. Gentil from Iowa state university with researchers from around the world, the findings indicated that video games in which game characters help and support each other in nonviolent ways increase both short-term and long-term pro-social behaviors.The research team reported on three studies conducted in three countries with three age groups.

在一個由全球各地研究者組成的研究項(xiàng)目中,研究者發(fā)現(xiàn)游戲人物幫助其他人的非暴力視頻游戲?qū)υ黾佑H社會行為產(chǎn)生巨大影響。

In a correlational study, Singaporean middle-school students who played more pro-social games behaved more pro-socially. In two longitudinal samples of Japanese children andadolescents, pro-social game play predicted later increases in pro-social behavior. In an experimental study, U.S. undergraduates randomly assigned to play pro-social games behaved more pro-socially toward another student. These results across different methodologies, ages, and cultures provide robust evidence that pro-social games can positively impact pro-social behavior.

而在最近的對新加坡中學(xué)生和美國大學(xué)生的研究中,研究者發(fā)現(xiàn),不同的年齡、文化和方法均能證明親社會游戲可以影響親社會行為。

In another study, researchers wanted to see if a person’s empathic reactions to social issues could be influenced by playing an interactive digital game. The study focused on a game called “Darfur is Dying”. It is a narrative-based game where the player, from the perspective of a displaced refuge, negotiates forces that threaten the survival of his or her refugee camp. It is meant to highlight the plight of people who have been displaced by the fighting in the Sudan region of Africa. Two experiments were conducted.

在另外一項(xiàng)研究中,研究者想要了解一個人對社會問題的情感反應(yīng)是否會被互動游戲所影響。研究主要集中在一個叫“達(dá)爾富爾死亡”的游戲上。

The first experiment demonstrated that playing the “Darfur is Dying” game and resulted in greater willingness to help the Darfurian people than reading a text conveying the same information.

第一個“達(dá)爾富爾死亡”的實(shí)驗(yàn)游戲證明了相比閱讀一段文本情景,人們更愿意通過互動游戲去施助他人。

The second experiment added a game watching condition and results were found such that game playing resulted in greater role-taking and willingness to help than game watching and text reading. The study provides empirical evidence that interactive digital games are more effective than non-interactive presentation modes in influencing people’s empathic reactions to social issues.

第二個游戲增加了一些條件,通過兩個實(shí)驗(yàn),研究者發(fā)現(xiàn)互動和數(shù)字化的游戲比非互動、非數(shù)字化的模式更能影響人們對社會問題的情感或行動反應(yīng)。

These positive effects pro-social games is just one more reason to consider using games for your training requirements. The results of using a game can be far larger than merely knowledge transfer, if designed properly, they can impact behavior in a positive manner.

使用游戲似乎比單純的傳輸知識效果更好,更能滿足培訓(xùn)的目的。如果設(shè)計(jì)得當(dāng),它能對人們產(chǎn)生的積極的行為方式影響。