Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help

32Citations
Citations of this article
69Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1 = 134; NStudy 2 = 94; NStudy 3 = 161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.

Cite

CITATION STYLE

APA

van ’t Riet, J., Meeuwes, A. C., van der Voorden, L., & Jansz, J. (2018). Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help. Basic and Applied Social Psychology, 40(4), 180–194. https://doi.org/10.1080/01973533.2018.1459301

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free