Effects of video game play, avatar choice, and avatar power on motivation to prepare for earthquakes

被引:1
|
作者
Safran, Elizabeth B. [1 ]
Nilsen, Erik [2 ]
Drake, Peter [3 ]
Sebok, Bryan [4 ]
机构
[1] Lewis & Clark Coll, Environm Studies Program, MSC 55,615 S Palatine Hill Rd, Portland, OR 97219 USA
[2] Lewis & Clark Coll, Psychol Dept, Portland, OR USA
[3] Lewis & Clark Coll, Math Sci Dept, Portland, OR USA
[4] Lewis & Clark Coll, Rhetor & Media Studies Dept, Portland, OR USA
关键词
Disaster preparedness; Earthquakes; Video game; Risk communication; SELF-EFFICACY; SERIOUS GAMES; HAZARD; IDENTIFICATION; INTENTIONS; MITIGATION; EXPERIENCE; EDUCATION; APPEALS; IMPACT;
D O I
10.1016/j.ijdrr.2023.104184
中图分类号
P [天文学、地球科学];
学科分类号
07 ;
摘要
This study investigates the potential for motivating earthquake preparedness through video game play. 112 participants played a custom-built video game for between 5 and 30 min in an experiment involving two avatar selection conditions (choice vs. random assignment) and two avatar power conditions (more vs. fewer resources). We assessed self-reported pre- and post-test changes in levels of self-efficacy, sense of control, outcome expectation, and intent to act relating to 20 earthquake preparedness and response actions. We found that increases in social cognitive variable scores were significantly greater for actions central to game challenges than for actions peripherally or not included in the game. Where avatar characteristics were significant, high power and randomly assigned avatars led to greater increases in social cognitive variable scores. After 7 months, self-reported changes in preparedness increased significantly for 8 out of 10 actions.
引用
收藏
页数:16
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