{"title":"探索说服性游戏对疾病预防和意识的有效性,以及适应变化阶段的影响","authors":"D. Mulchandani, Ala'a N. Alslaity, Rita Orji","doi":"10.1080/07370024.2022.2057858","DOIUrl":null,"url":null,"abstract":"ABSTRACT Persuasive games are widely implemented in the healthcare domain to promote behaviour change among individuals. Previous research shows that using persuasive games increases motivation and awareness, leading to a positive change in behaviour. However, there is little knowledge on which persuasive strategies will motivate people at different Stages of Behaviour Change and whether tailoring persuasive games to match users’ stages of change will increase their effectiveness with respect to their motivational appeal towards promoting disease awareness and prevention using the ARCS motivation scales and their intention to adopt the precautionary measures. To address this gap, using COVID-19 as a case study, we designed two different versions of a persuasive game, called COVID Pacman, using different persuasive strategies. The two versions of the game target the same goal of motivating the adoption of precautionary measures. We conducted a quantitative study (N=127) followed by semi-structured interviews of 18 participants. The results of conducting an ANOVA on the quantitative data and thematic analysis on the qualitative study show that tailoring the persuasive games to individual’s stages of change by using appropriate persuasive strategies increased their effectiveness with respect to their ability to motivate people to adopt the precautionary measures towards disease prevention compared to the non-tailored version.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"27 1","pages":"459 - 494"},"PeriodicalIF":4.5000,"publicationDate":"2022-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change\",\"authors\":\"D. Mulchandani, Ala'a N. Alslaity, Rita Orji\",\"doi\":\"10.1080/07370024.2022.2057858\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT Persuasive games are widely implemented in the healthcare domain to promote behaviour change among individuals. Previous research shows that using persuasive games increases motivation and awareness, leading to a positive change in behaviour. However, there is little knowledge on which persuasive strategies will motivate people at different Stages of Behaviour Change and whether tailoring persuasive games to match users’ stages of change will increase their effectiveness with respect to their motivational appeal towards promoting disease awareness and prevention using the ARCS motivation scales and their intention to adopt the precautionary measures. To address this gap, using COVID-19 as a case study, we designed two different versions of a persuasive game, called COVID Pacman, using different persuasive strategies. The two versions of the game target the same goal of motivating the adoption of precautionary measures. We conducted a quantitative study (N=127) followed by semi-structured interviews of 18 participants. The results of conducting an ANOVA on the quantitative data and thematic analysis on the qualitative study show that tailoring the persuasive games to individual’s stages of change by using appropriate persuasive strategies increased their effectiveness with respect to their ability to motivate people to adopt the precautionary measures towards disease prevention compared to the non-tailored version.\",\"PeriodicalId\":56306,\"journal\":{\"name\":\"Human-Computer Interaction\",\"volume\":\"27 1\",\"pages\":\"459 - 494\"},\"PeriodicalIF\":4.5000,\"publicationDate\":\"2022-04-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Human-Computer Interaction\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://doi.org/10.1080/07370024.2022.2057858\",\"RegionNum\":2,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human-Computer Interaction","FirstCategoryId":"5","ListUrlMain":"https://doi.org/10.1080/07370024.2022.2057858","RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change
ABSTRACT Persuasive games are widely implemented in the healthcare domain to promote behaviour change among individuals. Previous research shows that using persuasive games increases motivation and awareness, leading to a positive change in behaviour. However, there is little knowledge on which persuasive strategies will motivate people at different Stages of Behaviour Change and whether tailoring persuasive games to match users’ stages of change will increase their effectiveness with respect to their motivational appeal towards promoting disease awareness and prevention using the ARCS motivation scales and their intention to adopt the precautionary measures. To address this gap, using COVID-19 as a case study, we designed two different versions of a persuasive game, called COVID Pacman, using different persuasive strategies. The two versions of the game target the same goal of motivating the adoption of precautionary measures. We conducted a quantitative study (N=127) followed by semi-structured interviews of 18 participants. The results of conducting an ANOVA on the quantitative data and thematic analysis on the qualitative study show that tailoring the persuasive games to individual’s stages of change by using appropriate persuasive strategies increased their effectiveness with respect to their ability to motivate people to adopt the precautionary measures towards disease prevention compared to the non-tailored version.
期刊介绍:
Human-Computer Interaction (HCI) is a multidisciplinary journal defining and reporting
on fundamental research in human-computer interaction. The goal of HCI is to be a journal
of the highest quality that combines the best research and design work to extend our
understanding of human-computer interaction. The target audience is the research
community with an interest in both the scientific implications and practical relevance of
how interactive computer systems should be designed and how they are actually used. HCI is
concerned with the theoretical, empirical, and methodological issues of interaction science
and system design as it affects the user.