Your browser doesn't support javascript.
loading
User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices.
Wang, Liyuan; Christensen, John L; Smith, Benjamin J; Gillig, Traci K; Jeong, David C; Liu, Mingxuan; Appleby, Paul R; Read, Stephen J; Miller, Lynn C.
Afiliación
  • Wang L; Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
  • Christensen JL; Department of Communication, University of Connecticut, Storrs, CT, United States.
  • Smith BJ; Department of Psychology, University of Oregon, Eugene, OR, United States.
  • Gillig TK; Department of Strategic Communication, Edward R. Murrow College of Communication, Washington State University, Pullman, WA, United States.
  • Jeong DC; Department of Communication, Santa Clara University, Santa Clara, CA, United States.
  • Liu M; Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
  • Appleby PR; Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
  • Read SJ; Department of Psychology, University of Southern California, Los Angeles, CA, United States.
  • Miller LC; Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
Front Psychol ; 12: 695389, 2021.
Article en En | MEDLINE | ID: mdl-34512452
ABSTRACT
Avatars or agents are digitized self-representations of a player in mediated environments. While using agents to navigate through mediated environments, players form bonds with their self-agents or characters, a process referred to as identification. Identification can involve automatic, but temporary, self-concept "shifts in implicit self-perceptions" (Klimmt et al., 2010, p. 323) of the media user by adopting or emphasizing the action choices on behalf of the social expectation of the avatar in the mediated environment. In the current study, we test the possibility that users' identification with video game avatars-a bond built between avatars and players- would account for subsequent behavior changes. We did so by using 3-month longitudinal data involving a narratively-based serious game Socially Optimized Learning in Virtual Environments (SOLVE), a 3D-interactive game designed to reduce risky sexual behaviors among young men who have sex with men (n = 444). Results show that video game identification predicts both the reduction of risky sexual behaviors over time, and reduction in the number of non-primary partners with whom risky sex occurs. And when players identify with the game character, they tend to make healthier choices, which significantly mediates the link between video game identification and reduction of risky behaviors.
Palabras clave

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Tipo de estudio: Etiology_studies / Prognostic_studies / Risk_factors_studies Idioma: En Revista: Front Psychol Año: 2021 Tipo del documento: Article País de afiliación: Estados Unidos

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Tipo de estudio: Etiology_studies / Prognostic_studies / Risk_factors_studies Idioma: En Revista: Front Psychol Año: 2021 Tipo del documento: Article País de afiliación: Estados Unidos