Negotiating virtually and face-to-face: experience from a serious game conducted in person and via smartphone application

dc.contributor.authorHaneklaus, Nils
dc.contributor.authorHorváth, László Simon
dc.contributor.authorBrink, Hendrik
dc.contributor.authorFlores, Kim Brink
dc.contributor.authorKyomuhimbo, Hilda Dinah
dc.contributor.authorLee, Tzong-Ru
dc.contributor.authorMišík, Matúš
dc.contributor.authorRoubík, Hynek
dc.contributor.authorKiselicki, Martin
dc.contributor.authorSzabó, Patrícia
dc.contributor.authorGuzsvinecz, Tibor
dc.contributor.authorSik-Lanyi, Cecilia
dc.date.accessioned2026-04-07T09:00:13Z
dc.date.available2026-04-07T09:00:13Z
dc.date.issued2026-03-29
dc.description19 P.
dc.description.abstractSerious games and negotiation simulations such as the Phosphorus Negotiation Game (PGame) are increasingly used to support sustainability-oriented education. To broaden accessibility, a smartphone-based version of the face-to-face P-Game was developed and is presented here. A comparative design integrating quantitative pre–post survey measures with analysis of open-ended responses was employed to examine self-reported knowledge gains and learning experiences among participants who completed the PGame in face-to-face workshops and those who played the virtual version. Both formats were associated with significant increases in participants’ perceived understanding of phosphorus science and negotiation science/practice. Self-reported knowledge of phosphorus science increased by 92.3% (global face-to-face), 70.7% (Hungarian face-to-face), and 88.4% (online), with comparable gains observed in negotiation science and practice across groups. Qualitative findings complemented these results, indicating that while learning gains were broadly similar, the modes differed in experiential emphasis: face-toface delivery elicited performance-oriented and socially embedded reflections, whereas the online format was more frequently described in terms of structured participation and reflective processing. User satisfaction with the virtual P-Game was high, reflected by a System Usability Scale (SUS) score above 80. Overall, the findings suggest that the virtual P-Game represents a viable and accessible complement to traditional face-to-face implementation, maintaining educational impact while extending reach. Further research with larger and more diverse participant samples is recommended to strengthen generalizability and explore long-term learning outcomes in sustainability contexts.
dc.identifier.citationHaneklaus, N. et al. (2026). Negotiating Virtually and Face-to-Face: Experience from a Serious Game Conducted in Person and via Smartphone Application. Applied Sciences. https://doi.org/10.3390/app16073300
dc.identifier.urihttps://doi.org/10.3390/app16073300
dc.identifier.urihttps://hdl.handle.net/20.500.12504/2816
dc.language.isoen
dc.publisherApplied Sciences
dc.subjectPhosphorus Negotiation Game (P-Game)
dc.subjectSerious game
dc.subjectNegotiation simulation
dc.subjectSmartphone application
dc.subjectSustainability education
dc.subjectDigital learning tools
dc.titleNegotiating virtually and face-to-face: experience from a serious game conducted in person and via smartphone application
dc.typeArticle

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