Anti-smoking educational game using avatars as visualized possible selves
Few social smokers envision themselves being affected by the negative consequences of smoking despite well-known facts that smoking causes serious illnesses and death. However, as smoking habits quickly develop, social smokers cannot be free from the negative consequences of smoking. In this study,...
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sg-ntu-dr.10356-1009042020-03-07T12:15:51Z Anti-smoking educational game using avatars as visualized possible selves Song, Hayeon Kim, Jihyun Jung, Younbo Kwon, Remi J. Wee Kim Wee School of Communication and Information DRNTU::Engineering::Computer science and engineering::Computer applications::Life and medical sciences DRNTU::Social sciences::Mass media::Alternative media DRNTU::Social sciences::Communication::Promotional communication DRNTU::Social sciences::Psychology::Applied psychology Few social smokers envision themselves being affected by the negative consequences of smoking despite well-known facts that smoking causes serious illnesses and death. However, as smoking habits quickly develop, social smokers cannot be free from the negative consequences of smoking. In this study, we pose the following question: “Would showing social smokers’ possible future as a consequence of smoking help them alter their current smoking behaviors?” Thus, using the theoretical concept of possible selves, an anti-smoking educational game was created in which players could see changes to the appearance of their future selves as a consequence of smoking. We used a 2 (Future face: Showing vs. Not showing) x 2 (Self avatar: Self-avatar vs. Other-avatar) between-subjects design for the experiment. Results indicated that participants who viewed the future face, compared to who did not, reported more negative attitudes toward social smoking and greater intention to quit smoking. The main effect of the self avatar was insignificant; however, seeing the future face in the self-avatar condition led to an increase in perceived risks compared to other-avatar condition. The implications of using avatars as visualized possible selves in health promotion are discussed. Accepted version 2013-12-12T03:41:26Z 2019-12-06T20:30:22Z 2013-12-12T03:41:26Z 2019-12-06T20:30:22Z 2013 2013 Journal Article Song, H., Kim, J., Kwon, R. J., & Jung, Y. (2013). Anti-smoking game using avatars as visualized possible selves. Computers in human behavior, 29(5), 2029-2036. 0747-5632 https://hdl.handle.net/10356/100904 http://hdl.handle.net/10220/18228 10.1016/j.chb.2013.04.008 en Computers in human behavior © 2013 Elsevier Ltd. This is the author created version of a work that has been peer reviewed and accepted for publication by Computers in Human Behavior, Elsevier Ltd. It incorporates referee’s comments but changes resulting from the publishing process, such as copyediting, structural formatting, may not be reflected in this document. The published version is available at: [DOI:http://dx.doi.org/10.1016/j.chb.2013.04.008]. 31 pages application/pdf |
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DRNTU::Engineering::Computer science and engineering::Computer applications::Life and medical sciences DRNTU::Social sciences::Mass media::Alternative media DRNTU::Social sciences::Communication::Promotional communication DRNTU::Social sciences::Psychology::Applied psychology Song, Hayeon Kim, Jihyun Jung, Younbo Kwon, Remi J. Anti-smoking educational game using avatars as visualized possible selves |
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Few social smokers envision themselves being affected by the negative consequences of smoking despite well-known facts that smoking causes serious illnesses and death. However, as smoking habits quickly develop, social smokers cannot be free from the negative consequences of smoking. In this study, we pose the following question: “Would showing social smokers’ possible future as a consequence of smoking help them alter their current smoking behaviors?” Thus, using the theoretical concept of possible selves, an anti-smoking educational game was created in which players could see changes to the appearance of their future selves as a consequence of smoking. We used a 2 (Future face: Showing vs. Not showing) x 2 (Self avatar: Self-avatar vs. Other-avatar) between-subjects design for the experiment. Results indicated that participants who viewed the future face, compared to who did not, reported more negative attitudes toward social smoking and greater intention to quit smoking. The main effect of the self avatar was insignificant; however, seeing the future face in the self-avatar condition led to an increase in perceived risks compared to other-avatar condition. The implications of using avatars as visualized possible selves in health promotion are discussed. |
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Wee Kim Wee School of Communication and Information |
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Wee Kim Wee School of Communication and Information Song, Hayeon Kim, Jihyun Jung, Younbo Kwon, Remi J. |
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Article |
author |
Song, Hayeon Kim, Jihyun Jung, Younbo Kwon, Remi J. |
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Song, Hayeon |
title |
Anti-smoking educational game using avatars as visualized possible selves |
title_short |
Anti-smoking educational game using avatars as visualized possible selves |
title_full |
Anti-smoking educational game using avatars as visualized possible selves |
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Anti-smoking educational game using avatars as visualized possible selves |
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Anti-smoking educational game using avatars as visualized possible selves |
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anti-smoking educational game using avatars as visualized possible selves |
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2013 |
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https://hdl.handle.net/10356/100904 http://hdl.handle.net/10220/18228 |
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1681045272275189760 |