Predictive Power of Game Experience on Empathy with People Living with HIV/AIDS

Author:

Zhang Xiaoxiao1ORCID

Affiliation:

1. School of Journalism and Communication, Jinan University, China

Funder

The National Social Science Foundation of China?s grant ?Research on Chinese Youngsters? Risk Perception on HIV/AIDS and Media Interventions?

Publisher

ACM

Reference23 articles.

1. From "electronic heroin" to "China's creation": Discursive change of The People's Daily's game reports;He Wei;Chinese Journal of Journalism & Communication,2018

2. Mengfei Liu . 2020. Critical thinking of gamification and Chinese practices: Concepts, methods and risks . In Wei He and Mengfei Liu (eds). Game Studies Reader. Shanghai : East China Normal University Publishing House , p. 344-361. Mengfei Liu. 2020. Critical thinking of gamification and Chinese practices: Concepts, methods and risks. In Wei He and Mengfei Liu (eds). Game Studies Reader. Shanghai: East China Normal University Publishing House, p. 344-361.

3. Guanjun Wu . 2021 . Games: Alternative reference for thinking about real life. Social Sciences Weekly. Guanjun Wu. 2021. Games: Alternative reference for thinking about real life. Social Sciences Weekly.

4. Ian Bogost . 2010. Persuasive games: The expressive power of videogames . Cambridge : MIT Press . Ian Bogost. 2010. Persuasive games: The expressive power of videogames. Cambridge: MIT Press.

5. Using social impact games (SIGS) to support constructivist learning: Creating a foundation for effective use in the secondary social studies education;Ray Beverly;Am Second Educ,2013

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