Case study Promise Me - dataset
doi: 10.4121/8ae50580-12e6-4430-ae01-1a10a1800c44
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
- 2024-07-30 first online, published, posted
- GAmeful Music Performances for Smart, Inclusive, and Sustainable Societies (GAMPSISS) (grant code 314-99-201) [more info...] The Dutch Research Council (NWO)
DATA
- 916 bytesMD5:
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README.txt - 224,715 bytesMD5:
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Case study Promise Me_1st survey (pre-game).pdf - 278,975 bytesMD5:
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Case study Promise Me_2nd survey (post-game).pdf - 92,045 bytesMD5:
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Case study Promise Me_3rd survey (post-game).pdf - 7,880 bytesMD5:
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Case study Promise Me_raw data 1st survey.csv - 13,309 bytesMD5:
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Case study Promise Me_raw data 2nd survey.csv - 15,135 bytesMD5:
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Case study Promise Me_raw data 3rd survey.csv -
download all files (zip)
632,975 bytes unzipped