If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game
Various interventions have been suggested to aid in smoking cessation. However, little is known about the effects of message framing in narratives embedded in serious games. This study compares when an individual experiences unfortunate events from smoking (i.e., loss frame) versus fortunate results...
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sg-ntu-dr.10356-1624412022-10-19T03:56:24Z If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game Kim, Jihyun Song, Hayeon Merrill, Kelly Jung, Younbo Kwon, Remi Junghuem Wee Kim Wee School of Communication and Information Social sciences::Communication Human Computer Interaction User Interfaces Various interventions have been suggested to aid in smoking cessation. However, little is known about the effects of message framing in narratives embedded in serious games. This study compares when an individual experiences unfortunate events from smoking (i.e., loss frame) versus fortunate results benefited from smoking cessation (i.e., gain frame) in a computer game through a model (i.e., virtual self-modeling) that looks like oneself or a stranger. An experiment (N = 64) using a 2 (Message framing: Gain vs. Loss) x 2 (Modeling: Self vs. Other) between-subjects design was conducted using an anti-smoking game. Results show that the gain frame induces stronger perceived susceptibility compared to the loss frame, and self-modeling is more effective than other-modeling. Results further demonstrate that the virtual misfortune experienced through one’s own face, compared to someone else’s face, is significantly more likely to increase one’s susceptibility to the negative consequences of smoking. The study also finds a significant mediating role of identification between framing and susceptibility. Overall, by demonstrating the effectiveness of the self-modeling and gain-framed messages in gameplay, the present investigation provides meaningful contributions to the use of technology for effective health communication. This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF2019S1A5A2A03035424). 2022-10-19T03:56:24Z 2022-10-19T03:56:24Z 2022 Journal Article Kim, J., Song, H., Merrill, K., Jung, Y. & Kwon, R. J. (2022). If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game. International Journal of Human-Computer Interaction, 38(8), 730-741. https://dx.doi.org/10.1080/10447318.2021.1970429 1044-7318 https://hdl.handle.net/10356/162441 10.1080/10447318.2021.1970429 2-s2.0-85116487569 8 38 730 741 en International Journal of Human-Computer Interaction © 2021 Taylor & Francis Group, LLC. All rights reserved. |
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Social sciences::Communication Human Computer Interaction User Interfaces Kim, Jihyun Song, Hayeon Merrill, Kelly Jung, Younbo Kwon, Remi Junghuem If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
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Various interventions have been suggested to aid in smoking cessation. However, little is known about the effects of message framing in narratives embedded in serious games. This study compares when an individual experiences unfortunate events from smoking (i.e., loss frame) versus fortunate results benefited from smoking cessation (i.e., gain frame) in a computer game through a model (i.e., virtual self-modeling) that looks like oneself or a stranger. An experiment (N = 64) using a 2 (Message framing: Gain vs. Loss) x 2 (Modeling: Self vs. Other) between-subjects design was conducted using an anti-smoking game. Results show that the gain frame induces stronger perceived susceptibility compared to the loss frame, and self-modeling is more effective than other-modeling. Results further demonstrate that the virtual misfortune experienced through one’s own face, compared to someone else’s face, is significantly more likely to increase one’s susceptibility to the negative consequences of smoking. The study also finds a significant mediating role of identification between framing and susceptibility. Overall, by demonstrating the effectiveness of the self-modeling and gain-framed messages in gameplay, the present investigation provides meaningful contributions to the use of technology for effective health communication. |
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Wee Kim Wee School of Communication and Information |
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Wee Kim Wee School of Communication and Information Kim, Jihyun Song, Hayeon Merrill, Kelly Jung, Younbo Kwon, Remi Junghuem |
format |
Article |
author |
Kim, Jihyun Song, Hayeon Merrill, Kelly Jung, Younbo Kwon, Remi Junghuem |
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Kim, Jihyun |
title |
If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
title_short |
If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
title_full |
If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
title_fullStr |
If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
title_full_unstemmed |
If you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
title_sort |
if you quit smoking, this could happen to you: investigating framing and modeling effects in an anti-smoking serious game |
publishDate |
2022 |
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https://hdl.handle.net/10356/162441 |
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1749179172656250880 |