Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker

This study examines the impact of players’ gender and nationality on game performance before and during the Israel-Hamas war. The study focuses on two games for social impact revolving around intractable conflicts: PeaceMaker (Israeli-Palestinian conflict) and Fact Finders (Cyprus Conflict). We conducted three case studies with 510 undergraduates voluntarily playing the aforementioned games and reporting their final scores. The participants included Israeli-Jew, Palestinian, American, and Cypriot undergraduate students. We found that before the Israel-Hamas war, women won PeaceMaker no less than men. Interestingly, during the Israel-Hamas war, women won PeaceMaker more than men. Finally, third-parties to the Cyprus conflict (Israelis, Palestinians and Americans) significantly outperformed direct-parties (Cypriots) in Fact Finders before and during the Israel-Hamas war. Overall this study's findings suggest that serious games can be used as effective interventions for peace education and conflict resolution regardless of players’ gender or nationality, even during violent times.

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Publication Details

Journal
Games and Culture
Published
2025-03-18
DOI
https://doi.org/10.1177/15554120251327701
Citations
1
Primary Topic
Jewish Identity and Society
Type
article
Field-Weighted Citation Impact
5.59
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article

Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker

Ronit Kampf, Iolie A. Nicolaidou
1 citations
Games and Culture
Jewish Identity and Society
5.59
article

Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker

Ronit Kampf, Iolie A. Nicolaidou
article en
1 citations

Abstract

This study examines the impact of players’ gender and nationality on game performance before and during the Israel-Hamas war. The study focuses on two games for social impact revolving around intractable conflicts: PeaceMaker (Israeli-Palestinian conflict) and Fact Finders (Cyprus Conflict). We conducted three case studies with 510 undergraduates voluntarily playing the aforementioned games and reporting their final scores. The participants included Israeli-Jew, Palestinian, American, and Cypriot undergraduate students. We found that before the Israel-Hamas war, women won PeaceMaker no less than men. Interestingly, during the Israel-Hamas war, women won PeaceMaker more than men. Finally, third-parties to the Cyprus conflict (Israelis, Palestinians and Americans) significantly outperformed direct-parties (Cypriots) in Fact Finders before and during the Israel-Hamas war. Overall this study's findings suggest that serious games can be used as effective interventions for peace education and conflict resolution regardless of players’ gender or nationality, even during violent times.

Games and Culture
Cyprus University of Technology (CY), Hebrew University of Jerusalem (IL)
Openalex Percentile: Top 8%
Jewish Identity and Society
5.59
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