A Study on the Production of Mobile-Based Pro-Social Games to Effectively Raise Disability Awareness Among Late-Stage Adolescents; Focusing on ‘TRAGOBLY

In this study, we identify the need to enhance disability awareness among late adolescents and explore a pro-social game approach that surpasses the limitations of traditional educational methods. To achieve this, we designed and developed ‘TRAGOBLY’, a mobile game featuring an immersive storytelling experience where players can cultivate empathy and self-reflection by exploring the perspectives of both disabled and non-disabled characters. Through a structured experimental study targeting late adolescents, we assessed changes in attitudes, empathy, and interaction intentions before and after game play. The analysis revealed significant improvements in participants’ understanding of disabilities, efforts to engage with individuals with disabilities, and acceptance of diversity. Efforts to foster inclusivity and empathy among late adolescents, who are in the process of forming social and moral values, should include the development of accessible mobile-based prosocial games like ‘TRAGOBLY’.

Authors

Publication Details

Journal
Journal of Korea Multimedia Society
Published
2025-02-28
DOI
https://doi.org/10.9717/kmms.2025.28.2.293
Primary Topic
Inclusion and Disability in Education and Sport
Type
article
Field-Weighted Citation Impact
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article

A Study on the Production of Mobile-Based Pro-Social Games to Effectively Raise Disability Awareness Among Late-Stage Adolescents; Focusing on ‘TRAGOBLY

Hong Yong Choi, Hyeyoung Ko, H. Ryoo, Minju Gwak
Journal of Korea Multimedia Society
Inclusion and Disability in Education and Sport
article

A Study on the Production of Mobile-Based Pro-Social Games to Effectively Raise Disability Awareness Among Late-Stage Adolescents; Focusing on ‘TRAGOBLY

Hong Yong Choi, Hyeyoung Ko, H. Ryoo, Minju Gwak
article en

Abstract

In this study, we identify the need to enhance disability awareness among late adolescents and explore a pro-social game approach that surpasses the limitations of traditional educational methods. To achieve this, we designed and developed ‘TRAGOBLY’, a mobile game featuring an immersive storytelling experience where players can cultivate empathy and self-reflection by exploring the perspectives of both disabled and non-disabled characters. Through a structured experimental study targeting late adolescents, we assessed changes in attitudes, empathy, and interaction intentions before and after game play. The analysis revealed significant improvements in participants’ understanding of disabilities, efforts to engage with individuals with disabilities, and acceptance of diversity. Efforts to foster inclusivity and empathy among late adolescents, who are in the process of forming social and moral values, should include the development of accessible mobile-based prosocial games like ‘TRAGOBLY’.

Journal of Korea Multimedia SocietyVol. 28(2)
Reduced inequalities
Openalex Percentile: Top 94%
Inclusion and Disability in Education and Sport
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