TY - DATA T1 - Case study Promise Me - dataset PY - 2024/07/30 AU - Annebeth Erdbrink AU - Alexander Verbraeck AU - Rens Kortmann UR - DO - 10.4121/8ae50580-12e6-4430-ae01-1a10a1800c44.v1 KW - sustainable society KW - persuasive games KW - veganism N2 -
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: