GAMES FOR Communication June 2015 Funder: EPSRC Digital Economy/Communities and Cultures Network+ EPSRC Reference: EP/K003585/1 PI: Matthew Barr, HATII Contact: @hatii_matt | Matthew.Barr@glasgow.ac.uk The Games for Communication project sought to explore the use of commercial video games and associated networks and communities to develop players' communication skills. Over the course of the eight week project, student volunteers were asked to take a range of psychometric tests relating to communication ability, and some relating to associated psychological traits, such as self-esteem. Tests were carried out in week one and week eight of the project. Volunteers were invited to play selected commercial video games in the intervening weeks, for two hours per week. Tests used: * Self-Perceived Communication Competence Scale (McCroskey and McCroskey, 1988) * Communicative Adaptability Scale (Duran, 1992) * Rosenberg Self Esteem Scale (Rosenberg, 1979) * General Self-Efficacy Scale (Schwarzer and Jerusalem, 1995) * Big Five Inventory (John et al., 2008) Data collected in weeks one and eight are collated in 'Raw G4C responses week 1.csv' and 'Raw G4C responses week 8.csv'. Summary data of these responses, and changes in individuals' scores over time, are summarised in 'Combined final G4C scores.csv'. Interviews with developers of two of the games (Gone Home and Never Alone) were also carried out, via email, and reproduced here in text files. RTF files containing copies of the consent form signed by student volunteers, and the information sheet provided to volunteers, are also provided.