Negotiating virtually and face-to-face: experience from a serious game conducted in person and via smartphone application
| dc.contributor.author | Haneklaus, Nils | |
| dc.contributor.author | Horváth, László Simon | |
| dc.contributor.author | Brink, Hendrik | |
| dc.contributor.author | Flores, Kim Brink | |
| dc.contributor.author | Kyomuhimbo, Hilda Dinah | |
| dc.contributor.author | Lee, Tzong-Ru | |
| dc.contributor.author | Mišík, Matúš | |
| dc.contributor.author | Roubík, Hynek | |
| dc.contributor.author | Kiselicki, Martin | |
| dc.contributor.author | Szabó, Patrícia | |
| dc.contributor.author | Guzsvinecz, Tibor | |
| dc.contributor.author | Sik-Lanyi, Cecilia | |
| dc.date.accessioned | 2026-04-07T09:00:13Z | |
| dc.date.available | 2026-04-07T09:00:13Z | |
| dc.date.issued | 2026-03-29 | |
| dc.description | 19 P. | |
| dc.description.abstract | Serious 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.citation | Haneklaus, 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.uri | https://doi.org/10.3390/app16073300 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12504/2816 | |
| dc.language.iso | en | |
| dc.publisher | Applied Sciences | |
| dc.subject | Phosphorus Negotiation Game (P-Game) | |
| dc.subject | Serious game | |
| dc.subject | Negotiation simulation | |
| dc.subject | Smartphone application | |
| dc.subject | Sustainability education | |
| dc.subject | Digital learning tools | |
| dc.title | Negotiating virtually and face-to-face: experience from a serious game conducted in person and via smartphone application | |
| dc.type | Article |