The impact of casual gameplay on health attitudes and behaviors: examining persuasion in a branded game about nutrition through narrative, gameplay, and flow

IF 0.7 Q3 COMMUNICATION Atlantic Journal of Communication Pub Date : 2022-09-13 DOI:10.1080/15456870.2022.2123485
B. Sherrick
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Abstract

ABSTRACT This project tests the ability of narrative and gameplay to persuade in a casual health game, through two experimental studies. Study 1 (N = 212) explores how independently manipulated narrative and gameplay factors can persuade people to have healthier attitudes and behavioral intentions; Study 2 (N = 353) also investigates how narrative and gameplay (difficulty) factors might improve attitudes and behavioral intentions toward an in-game brand. Both studies consider the role of flow, an immersive and inherently rewarding psychological state, as potential mediators between game factors and persuasive outcomes. In both studies, results show improvement in both attitudes and behavioral intentions toward health and the brand; however, the cause of those changes is not clear, as the manipulated narrative and gameplay factors do not influence the persuasive outcomes, and the mediating variable flow influences the persuasive outcomes inconsistently.
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休闲游戏玩法对健康态度和行为的影响:通过叙述、游戏玩法和心流分析品牌游戏中关于营养的说服力
本项目通过两项实验研究来测试一款休闲健康类游戏的叙事和玩法说服能力。研究1 (N = 212)探讨了独立操纵的叙述和玩法因素如何说服人们拥有更健康的态度和行为意图;研究2 (N = 353)还调查了叙述和游戏玩法(难度)因素如何改善玩家对游戏内品牌的态度和行为意图。这两项研究都认为心流(一种沉浸式的内在奖励心理状态)是游戏因素和说服结果之间的潜在中介。在这两项研究中,结果都显示了对健康和品牌的态度和行为意图的改善;然而,这些变化的原因尚不清楚,因为被操纵的叙述和玩法因素并不影响说服结果,中介变量流对说服结果的影响并不一致。
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来源期刊
CiteScore
2.50
自引率
14.30%
发文量
32
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