Using Games and Avatars to Change Learner Behavior
Kapp Notes
FEBRUARY 14, 2013
A recent article in Wired presented an interesting research finding. Flying around a virtual world as a superhero made subjects nicer in the physical world. 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.
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