首页 | 官方网站   微博 | 高级检索  
     


Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution
Affiliation:1. School of Communication, 3016 Derby Hall, 154 North Oval Mall, Columbus, OH 43210-1339, United States;2. Virtual Embodiment Lab, Cornell University, 227 Snyder Hill Rd., Ithaca, NY 14850, United States;3. Battelle, 505 King Ave., Columbus, OH 43201, United States;4. Department of Computer Science and Engineering, 2015 Neil Ave., Columbus, OH 43210-1234, United States
Abstract:Persuading individuals to engage in pro-environmental behavior is challenging. Interactive media, such as virtual environments and video games, present opportunities to minimize psychological distance and bolster perceived risks associated with environmental threats. In this experiment, we tested the effects of a serious game that allowed users to engage in environmental cleanup. In the virtual environment, participants (N = 190) navigated down a polluted river that was described as geographically and temporally close or distant. The affordance of interactivity, specifically contingency, was also manipulated. Results revealed that feeling psychologically close to the environment led to greater risk perception, which in turn led to more environmental behavior and greater support for environmental policy in the days following the experiment. In terms of interactivity, higher perceptions of contingency led to greater self-efficacy, which also led to more environmental behavior and greater support for environmental policy after the experiment. We discuss implications for environmental communication, science communication, and other prosocial persuasion efforts using interactive media such as serious games and virtual reality.
Keywords:Serious games  Virtual environments  Environmental communication  Psychological distance  Interactivity  Risk perception
本文献已被 ScienceDirect 等数据库收录!
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号