Twine Games for Health & Science Education
Electronic Literature Conference
Orlando, FL / Online
July 2021
Abstract
This paper presents two pilot studies (You and CO2; Infectious Storytelling) on utilizing reading and/or writing digital fiction to effect positive attitude change regarding, respectively, personal contributions to climate change and actions leading to antimicrobial resistance. The studies presented are an examination of the efficacy of entertainment media, specifically digital fiction, to purposefully effect positive behaviour without resorting to obviously “edutainment” games that audiences receive negatively. This paper will discuss the practice-based exploration of writing digital fiction to (educational) spec, including the creative challenges posed by writing for specific audiences/age groups, to specific lengths, with specific technological considerations, for specific educational and psychological effects.