Iolie Nicolaidou
Biographic Data
| ID | 6183809 |
|---|---|
| NAME | Iolie Nicolaidou |
| GIVEN NAMES | Iolie |
| FAMILY NAME | Nicolaidou |
| SIGNATURE | NICOLAIDOU I |
| AFFILIATIONS | Cyprus University of Technology |
| ORCID | 0000-0002-8267-0328 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Computer games can change it for us
Transforming intractable conflicts into peaceful intergroup relations is often driven by young people. However, studies indicated that young Israelis and Palestinians lack openness to overcoming conflicts. Does playing a social impact game about a different conflictual context positively influence Israeli and Palestinian undergraduate students’ openness to overcoming conflicts i.e., cross-conflict analogical learning? We examined whether playing …
Serious Games and Game Performance Before and During the Israel-Hamas War
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 inclu…
Using social impact games to overcome intractable conflicts
Is there a spillover effect in multiperspectivity regarding the Israeli-Palestinian conflict among Israeli and Palestinian undergraduate students that results from playing a social impact game about a different conflictual context? We examined whether playing Fact Finders (Cyprus conflict) and PeaceMaker (Israeli-Palestinian conflict) in a different order and whether playing only one of the two games impacts multiperspectivity regarding these con…
Serious Games, Knowledge Acquisition, and Conflict Resolution
Israeli-Jews and Palestinians cannot easily be exposed to contradicting information about “the other” in the intractable Israeli-Palestinian conflict because of the emotionally charged situation and prevailing ethnocentrism. Serious games like PeaceMaker are used as innovative interventions for peace education. Winning PeaceMaker indicates better conflict resolution skills and developing an informative viewpoint regarding the situation, which is …
Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education
Virtual Reality applications are predicted to create a paradigm shift in \neducation, but there is little empirical evidence of their educational \nvalue. Virtual Reality affordances to support language learning have not \nyet been realized. This quasi-experimental study investigated the effect \nof a Virtual Reality application on foreign language learning and \ncompared engagement, engrossment, and immersion between two \nversions of the applic…
Developing Fact Finders
This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…
Developing Fact Finders
This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…
Serious Games and Game Performance Before and During the Israel-Hamas War
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 inclu…
Serious Games, Knowledge Acquisition, and Conflict Resolution
Israeli-Jews and Palestinians cannot easily be exposed to contradicting information about “the other” in the intractable Israeli-Palestinian conflict because of the emotionally charged situation and prevailing ethnocentrism. Serious games like PeaceMaker are used as innovative interventions for peace education. Winning PeaceMaker indicates better conflict resolution skills and developing an informative viewpoint regarding the situation, which is …
Developing Fact Finders
This study describes the design of a serious game for social change (“Fact Finders”) that presents intergroup conflicts through historical inquiry and multiperspectivity. A pre-test post-test experimental design examined the game’s effect on undergraduates’ perceptions of conflicts in history. Participants included 97 Greek Cypriots (direct parties of the conflict) and 79 Slovenians (third parties of the conflict) who interacted with and evaluate…
Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education
Virtual Reality applications are predicted to create a paradigm shift in \neducation, but there is little empirical evidence of their educational \nvalue. Virtual Reality affordances to support language learning have not \nyet been realized. This quasi-experimental study investigated the effect \nof a Virtual Reality application on foreign language learning and \ncompared engagement, engrossment, and immersion between two \nversions of the applic…
Using social impact games to overcome intractable conflicts
Is there a spillover effect in multiperspectivity regarding the Israeli-Palestinian conflict among Israeli and Palestinian undergraduate students that results from playing a social impact game about a different conflictual context? We examined whether playing Fact Finders (Cyprus conflict) and PeaceMaker (Israeli-Palestinian conflict) in a different order and whether playing only one of the two games impacts multiperspectivity regarding these con…
Serious Games, Knowledge Acquisition, and Conflict Resolution
Israeli-Jews and Palestinians cannot easily be exposed to contradicting information about “the other” in the intractable Israeli-Palestinian conflict because of the emotionally charged situation and prevailing ethnocentrism. Serious games like PeaceMaker are used as innovative interventions for peace education. Winning PeaceMaker indicates better conflict resolution skills and developing an informative viewpoint regarding the situation, which is …
Serious Games and Game Performance Before and During the Israel-Hamas War
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 inclu…
Computer games can change it for us
Transforming intractable conflicts into peaceful intergroup relations is often driven by young people. However, studies indicated that young Israelis and Palestinians lack openness to overcoming conflicts. Does playing a social impact game about a different conflictual context positively influence Israeli and Palestinian undergraduate students’ openness to overcoming conflicts i.e., cross-conflict analogical learning? We examined whether playing …
Psychology (5 works) · Educational Games and Gamification (4 works) · Social Psychology (4 works) · Digital Games and Media (3 works) · Political science (3 works) · Social Psychology (3 works) · Cognitive psychology (2 works) · Computer Science (2 works) · Conflict resolution (2 works) · Economics (2 works)