Are Narrative VR Games Effective in Promoting Positive Attitudes Embedded in Museum Educational Missions? Results from a Pilot Study
摘要
Narrative virtual reality (VR) games offer a powerful medium for learning and attitude change, which can be utilised to support the educational missions of museums. Grounded in the contact hypothesis and perspective-taking mechanism, this pilot study explores whether a narrative VR game can improve attitudes towards refugees. Conducted at the Le Bois du Cazier museum in Belgium, the study compares a VR game portraying the lives of Italian migrant workers in the 1940 s and 1950 s with a control group playing a PC game about climate change. Museum visitors participated in a pre-post experimental design measuring both explicit and implicit attitudes (N = 50). Results show a significant positive explicit attitude change in the VR group compared to control (d = 0.80, p = .005). The affective, cognitive, and behaviour attitude components are also investigated, with the cognitive showing the greatest change. Despite limitations such as small sample size and technical issues regarding implicit data collection, the findings bring methodological and empirical contributions to the field of serious VR games. This study lays the groundwork for a larger-scale experiment into how narrative VR could enhance museum-based education and reduce prejudice.