Simulating a questionnaire on the framing effects in decision-making processes in a serious game
Sara Kne\v{z}evi\'c, Mla{\dj}an Jovanovi\'c

TL;DR
This paper explores how a serious game can simulate questionnaire-based experiments on framing effects in decision-making, aiming to provide more realistic insights into human choices.
Contribution
It introduces a virtual environment for prospect theory questionnaires, enhancing realism and interaction in decision-making experiments compared to traditional methods.
Findings
Virtual simulation improves realism of decision-making responses
Interactive environments facilitate better understanding of framing effects
Potential for more accurate behavioral data collection
Abstract
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in popularity since its early development is video games. For a long time, video games have been developed and distributed for the purpose of entertainment, however, in the late 2010s, researchers have taken an interest in the characteristics of games and how they can be used for different purposes. Video games allow a tight loop of action-reaction which provides fertile ground for many types of experiments which would be impossible or prohibitively difficult to perform in the physical world, and as such serve as strong virtual alternatives. A video game that is able to produce an immersive experience for the player in which the player believes that they…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Educational Games and Gamification · Evacuation and Crowd Dynamics
