Case study Promise Me - dataset

doi:10.4121/8ae50580-12e6-4430-ae01-1a10a1800c44.v1
The doi above is for this specific version of this dataset, which is currently the latest. Newer versions may be published in the future. For a link that will always point to the latest version, please use
doi: 10.4121/8ae50580-12e6-4430-ae01-1a10a1800c44
Datacite citation style:
Erdbrink, Annebeth; Verbraeck, Alexander; Kortmann, Rens (2024): Case study Promise Me - dataset. Version 1. 4TU.ResearchData. dataset. https://doi.org/10.4121/8ae50580-12e6-4430-ae01-1a10a1800c44.v1
Other citation styles (APA, Harvard, MLA, Vancouver, Chicago, IEEE) available at Datacite
Dataset

The case study with the game Promise Me was conducted as part of the GAMPSISS project, funded by The Dutch Research Council (NWO).

For the study, three surveys were designed and analyzed (one pre-game and two post-game surveys).

The first two surveys (pre- and post-game) measured differences in players' scores concerning their responsibility toward a vegan eating diet. The third survey (post-game) was sent to the participants one week after the game to receive feedback on the use of so-called Promise Cards and to measure the behavioral effect of the Promise Cards.

The survey results are used for the dissertation Game Design for a Sustainable Society (Delft University of Technology).

The dataset contains:

  • Survey items of the three surveys as they have been entered into Qualtrics (TM) [PDF]
  • Raw answers to the survey items, pre-and post-game measurements (fully anonymized) [CSV]
  •  readme.txt file with this content

history
  • 2024-07-30 first online, published, posted
publisher
4TU.ResearchData
format
PDF files with surveys; CSV files with raw anonymized data
funding
  • GAmeful Music Performances for Smart, Inclusive, and Sustainable Societies (GAMPSISS) (grant code 314-99-201) [more info...] The Dutch Research Council (NWO)
organizations
TU Delft, Faculty of Technology, Policy and Management, Department of Multi-Actor Systems


DATA

files (7)