Thought-Provoking and Interactive Visual Outreach: a non-traditional approach to science communication through gaming
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Littell, Elise
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Abstract
Traditional scientific writing and education can be hard to engage with and inaccessible.
This project evaluates whether a video game about determining the age of hydrothermal vents is
more engaging and informative as an outreach tool than a paper about the same subject. This was
done by conducting a literature review and writing a review paper, making a game using the
Python-based visual novel package Ren’Py, and providing subjects with either the game or the
paper, along with an accompanying survey. The results of statistics on these survey results
showed that the paper and game performed similarly, except for when subjects were asked which
they were more likely to recommend to others. The game’s recommendation P-value was a
statistically significant 0.044 compared to α=0.05. Generally, the results of this study were
promising, though the data gathered was not sufficient to conclude if video games were a more
informative and engaging outreach tool.
