image The eConfidence booklet provides a useful summary of the research results of the project and more information about the methodology used.

eConfidence, Confidence in behaviour changes through serious games, focused on testing whether the use of serious game could produce behavioural changes. The project defined a methodology and tested it with two serious games developed considering behavioural aspects in relation with two themes: Safe Use of Internet and Bullying.

Type
report
Author
eConfidence
Year
2018
Topics
Digital Citizenship
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