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A master thesis from Aalborg University

Cultural Persuasion Team Performance Strategies in Serious Roleplaying Video Game for Children

Author(s)

Term

4. term

Education

Publication year

2017

Submitted on

2017-12-01

Pages

36 pages

Abstract

Children’s technological edification within daycare facilities starts between ages zero to six in Denmark and Brazil. This is also the period where children start to acknowledge and interact with their peer group. They imitate the cultural behavior observed from adults in order to learn and perform social behavior with their peers. However, persuasion technology is more commonly represented in western individualistic cultures, such as the Danish, than it is in collectivistic cultures such as Brazil. If the subject is not research, it will make it impossible to reach optimal user efficiency, based on performance and error rate.

Keywords

Documents


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