Abstract
The recognition of video games as a storytelling device has slowly grown in recent decades. However, their usage in science communication remains limited, despite their inherently participatory and communicative nature. The present thesis explores the potential of ludonarratives (video games with an emphasis on storytelling) for positive change in attitude and belief. Previous literature has posited video games as a catalyst for violence, with little research into how prosocial video games can correspondingly encourage empathy and altruistic action. The findings from this research support the notion that, by actively engaging in prosocial ludonarratives, real-life behaviours and attitudes can be positively influenced. In the realm of science communication, this can be directed towards a particular social issue; in this case, conservation for uncharismatic species. A video game, The Ugly Club, was created as a substantive ancillary component of the thesis. The game is a conservation-based dating simulator, whereby players befriend Aotearoa’s indigenous uncharismatic fauna, cumulating in a date to the “Bird of the Year Ball”. Prosocial participation progresses the narrative, encouraging empathy and understanding. The game aims to highlight the promising role of ludonarratives in science communication practice.