| Literature DB >> 35789927 |
Manh-Toan Ho1,2, Thanh-Huyen T Nguyen1, Minh-Hoang Nguyen1, Viet-Phuong La1, Quan-Hoang Vuong1.
Abstract
Video games have long been considered an effective educational tool. Environmental education studies have found that games positively affect the feeling of nature connectedness, producing pro-environmental attitudes and behaviors. With growing urbanization, video games also provide chances to interact with nature. During the COVID-19 lockdown, Nintendo's Animal Crossing: New Horizon (ACNH) became a household name, with millions of copies sold worldwide. The article used the Bayesian multilevel model to analyze 640 survey responses of ACNH game players from various online communities. The correlations between the perception of limited resources and virtual planting and exploiting behaviors with the varying effect among ethnicities were explored. The findings suggested positive correlations between the perception and in-game actions among all ethnicities, regardless of whether the actions are planting or exploiting. While further evidence is needed, the findings suggest the restraints of game mechanics. To foster a pro-environmental culture, stakeholders can consider video games a novel technological aid to environmental education.Entities:
Keywords: Cultural and media studies; Environmental studies; Science, technology and society
Year: 2022 PMID: 35789927 PMCID: PMC9244435 DOI: 10.1057/s41599-022-01225-1
Source DB: PubMed Journal: Humanit Soc Sci Commun ISSN: 2662-9992
Benefits and purposes of planting trees and flowers.
| Tree | Flower | |||
|---|---|---|---|---|
| Product | Fruit | Wood | Tree | Flower |
| How to collect and the amount of time to grow back | Pick from trees. It takes 3 days to grow native fruit and up to 5–6 days to grow non-native ones | Use an ax to hit the tree; up to three logs could drop out of each tree. No definite time to be replenished | Burying fruit takes three days to grow and another day to have fruits | Pick up. There is no limit to the number of flowers growing per day. To grow hybrid types, flowers of different breeds must be planted in checkboard patterns to increase the chance. |
| Activities and benefits | Sell for money (100 bells for native fruit, 500 bells for non-native fruits) | Sell for money | N/A | Sell for money |
| Material for crafting | Material for crafting | N/A | Material for crafting | |
| Eat to have energy used for relocating trees | N/A | N/A | Crossbreeding | |
| Use to grow new trees | N/A | N/A | Use to grow new flowers | |
| N/A | N/A | Chop down for space | Pick up for space | |
| N/A | N/A | N/A | Show off (wearing as accessories, decoration, etc.) | |
| N/A | N/A | Reserve for bugs, which are sold for money or donated (the stumps left after trees are cut down is home to some bugs) | Reserve for bugs, which are sold for money or donated | |
| Send gifts | N/A | N/A | Send gifts | |
| Esthetic purpose | N/A | Esthetic purpose | Esthetic purpose | |
Outcome and predictor variables.
| Variable type | Variable | Scale | Description |
|---|---|---|---|
| Outcome variable | Perception | Strongly disagree = 1; Disagree = 2; Not sure = 3; Agree = 4; Strongly agree = 5 | The environmental perception of limited resources. The average of two items (C1 and C11) on the revised New Ecological Paradigm Scale. |
| Predictor variable | Plant Tree | Never = 1 to often = 4 | The frequency that a game player plants a new tree |
| Predictor variable | Plant Flower | Never = 1 to often = 4 | The frequency that a game player plants a new flower |
| Predictor variable | Develop Resources | The average frequency that a game player plants a new flower/tree | |
| Predictor variable | Exploit Tree | The average frequency that a game player exploits tree for various purposes (woods, profit, etc.) | |
| Predictor variable | Exploit Flowers | The average frequency that a game player exploits tree for various purposes (showing off, profit, etc.) | |
| Predictor variable | Ethnicity | Asian = 1, | Game players’ ethnicities. |
| Black or African American = 2, | |||
| Hispanic or Latino = 3, | |||
| Caucasian = 4, | |||
| Native American or American Indian = 5, | |||
| Pacific Islander = 6, | |||
| Other = 7 |
Mathematical formula of examined models.
| Model name | Formula |
|---|---|
| Plant Tree | |
| Plant Flower | |
| Develop Resources | |
| Exploit Tree | |
| Exploit Flower | |
MCMC diagnostic criteria for the models.
| Plant Tree | Plant Flower | Develop Resource | Exploit Tree | Exploit Flower | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| n_eff | Rhat4 | n_eff | Rhat4 | n_eff | Rhat4 | n_eff | Rhat4 | n_eff | Rhat4 | |
| Asian | 1829 | 1 | 1867 | 1 | 1081 | 1 | 1401 | 1 | 1113 | 1 |
| Black or African American | 2102 | 1 | 2765 | 1 | 781 | 1 | 1507 | 1 | 1164 | 1 |
| Hispanic or Latin | 2312 | 1 | 2171 | 1 | 1069 | 1 | 869 | 1 | 790 | 1 |
| Caucasian | 1849 | 1 | 2024 | 1 | 1185 | 1 | 1588 | 1 | 1296 | 1 |
| Native American or American Indian | 1789 | 1 | 1636 | 1 | 1189 | 1 | 1384 | 1 | 1282 | 1 |
| Pacific Islander | 1640 | 1 | 2203 | 1 | 1269 | 1 | 1320 | 1 | 1470 | 1 |
| Other | 1740 | 1 | 2627 | 1 | 1256 | 1 | 1242 | 1 | 1602 | 1 |
Fig. 1The trace plots for the models.
Note: Asian = 1, Black or African American = 2, Hispanic or Latino = 3, Caucasian = 4, Native American or American Indian = 5, Pacific Islander = 6, Other = 7.
Fig. 2The trace rank plots for the models.
Note: Asian = 1, Black or African American = 2, Hispanic or Latino = 3, Caucasian = 4, Native American or American Indian = 5, Pacific Islander = 6, Other = 7.
Fig. 3Model comparison.
Model comparison.
| WAIC | SE | dWAIC | dSE | pWAIC | weight | |
|---|---|---|---|---|---|---|
| Exploit Tree | 1536.1 | 50.85 | 0.0 | NA | 9.7 | 1 |
| Exploit Flower | 1669.9 | 46.54 | 133.8 | 52.04 | 6.1 | 0 |
| Develop Resource | 1757.9 | 39.74 | 221.8 | 48.88 | 3.6 | 0 |
| Plant Flower | 6450.9 | 151.61 | 4914.8 | 157.75 | 0.9 | 0 |
| Plant Tree | 11,588.7 | 227.07 | 10,052.6 | 229.43 | 0.9 | 0 |
The posterior distributions of the models.
| Plant Tree | Plant Flower | Develop Resource | Exploit Tree | Exploit Flower | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Mean | s.d. | Mean | s.d. | Mean | s.d. | Mean | s.d. | Mean | s.d. | |
| Asian | 7.01 | 0.57 | 6.25 | 0.60 | 3.10 | 0.65 | 1.91 | 0.40 | 2.01 | 0.42 |
| Black or African American | 5.28 | 0.62 | 4.90 | 0.67 | 1.13 | 0.58 | −0.27 | 0.25 | 2.17 | 0.75 |
| Hispanic or Latin | 5.68 | 0.57 | 5.15 | 0.62 | 2.02 | 0.66 | 0.85 | 0.41 | 1.03 | 0.48 |
| Caucasian | 7.51 | 0.53 | 6.91 | 0.57 | 2.61 | 0.50 | 1.45 | 0.20 | 2.26 | 0.39 |
| Native American or American Indian | 4.30 | 0.71 | 3.92 | 0.75 | 2.26 | 0.84 | 1.67 | 0.83 | 1.83 | 0.81 |
| Pacific Islander | 4.45 | 0.69 | 4.05 | 0.70 | 2.13 | 0.84 | 1.88 | 0.80 | 1.54 | 0.79 |
| Other | 4.53 | 0.67 | 3.77 | 0.71 | 2.27 | 0.86 | 1.49 | 0.84 | 1.79 | 0.80 |
Fig. 4Visualization of posterior distributions of the models.
Note: Asian = 1, Black or African American = 2, Hispanic or Latino = 3, Caucasian = 4, Native American or American Indian = 5, Pacific Islander = 6, Other = 7.