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play out was made on a case-by-case basis in order to ensure that all children
felt included throughout the study. During sessions, the experimenters interacted
with the children to handle questions about the game's interface, functionality, and
rules, but otherwise attempted to have minimal influence on in-game proceedings,
avoiding giving the children any advice on which actions to take during gameplay.
In the case that children asked experimenters to intervene or arbitrate in any conflict,
the experimenters would communicate that it was the children's decision to make.
Apart from fulfilling this observational and supportive role, experimenters were
instructed to only intervene in the actual gameplay and mediate in the case that
a conflict escalated to an unacceptable level, for ethical reasons. This did not
prove necessary during the user study. At the end of the session, all children were
collectively thanked for their participation.
21.5
Conflict Rating Analysis
This section outlines the key findings of our analysis of the data. In particular,
we begin by describing our data processing process. Next, we present the result
of analysing the conflict ratings with respect to gameplay time and quest played
(Sect. 21.5.2 ), and age and gender (Sect. 21.5.3 ). We then proceed to examining the
relationship between conflict ratings and the TKI style of children (Sect. 21.5.4 ) and
the impact of children's cultural tendencies on their conflict ratings (Sect. 21.5.5 ),
and we conclude by investigating the effects of in-game actions to conflict ratings
(Sect. 21.5.6 ).
21.5.1
Data Preprocessing
As mentioned in the previous section, the students' profiles/TKI styles and reports
were separately collected. Since we were investigating the relationships between
conflict ratings and the student' demographic data, each report was annotated
with the reporting student's age, gender, TKI style, and cultural tendency. The
TKI conflict resolution strategies and collectivist/individualist orientation values
were computed from the student's responses to the questionnaire distributed before
gameplay.
Due to a technical error in the logging system, the timestamps in the logs
collected during the first 2 days of the experiment were not available. As a result,
of the 2,126 reports collected, 1,523 reports lacked timestamp information, while
only the reports collected the last day contained timestamps. As such, the number
of reports with timestamp information was reduced to 603. Worth noting is that
these 603 reports all came from male students, which accounts for 50.9 % of the
male population involved in our dataset.
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