تصميم "الأدفرجيم" کأداة للمشارکة في حملات التوعية

نوع المستند : المقالة الأصلية

المؤلف

قسم الاعلام، کلية الالسن والاعلام، جامعه مصر الدوليه، القاهره، مصر

المستخلص

تفتقر حملات التوعية إلى عوامل التفاعل والمشارکة، خاصة عندما يکون الجمهور المستهدف من الأطفال. توفر الألعاب أداة تفاعل قد تساعد في تغيير مواقف وسلوکيات وأفکار الجمهور. ويمکن استخدام "Advergames" لدمج المعلومات ورسائل التوعية بطريقة أکثر جاذبية وفعالية. إن أصالة هذا البحث، على حد علم الباحث، هذه هي المرة الأولى التي يتم فيها استخدام advergame في حملة توعية في مصر. کما هو مقترح، يعالج هذا البحث قضية التنمر بين الأطفال من خلال إظهار جميع أنواع التنمر وکيفية مواجهتها في مواقف مختلفة. تکمن أهمية الورقة في تحديد الخطوات والمراحل والتصميم المقترح الأدفرجيم لبرنامج التوعية. الهدف من هذه الورقة هو اقتراح إنشاء advergame کجزء من حملة توعية لإشراک الأطفال وتوعيتهم بقضية اجتماعية خطيرة. وفقًا لإطار البحث المستمد من النظرية المعرفية الاجتماعية بواسطة ألبرت باندورا 1986، وطبقات فانيسا وانيک الأربع. يتم اختبار فعالية Advergame في تحقيق أهداف الحملة باستخدام استبيانين: الأول موجه للخبراء في مختلف المجالات بما في ذلک مهندسو الإلکترونيات وأنظمة الاتصالات، وعلماء الاجتماع، والاتصال الجماهيري ومصمموا الرسوم المتحرکة، والثاني تم توزيعه على طلاب المرحلة الابتدائية المصريين للتعرف على تفضيلاتهم للشخصيات المصممة لهذا. بالإضافة إلى إجراء المقابلات الشخصية مع أساتذة بجامعة عين شمس تخصص توجيه وتعديل السلوک والتعامل مع قضايا الأطفال والتنمر، ، وجدوا أنها مناسبة کلعبة لمکافحة التنمر لأنها تعزز ردود الفعل العلمية المناسبة لمواجهة هذه الظاهرة على أمل مقاومة مشکلة التنمر والحد منها. تشير النتائج إلى أنه يمکن تطبيق advergame في حملات التوعية وفقًا للإطار المقترح، مع الأخذ في الاعتبار أن اللاعب يفضل اللعب مع أعضاء فريق من نفس النوع وأن هناک اختلافًا طفيفًا في تفضيل شخصية اللعبة وفقًا للاختلاف العمري .

الكلمات الرئيسية

الموضوعات الرئيسية


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