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User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices

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 tempora...

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Autores principales: 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.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8428191/
https://www.ncbi.nlm.nih.gov/pubmed/34512452
http://dx.doi.org/10.3389/fpsyg.2021.695389
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author 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.
author_facet 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.
author_sort Wang, Liyuan
collection PubMed
description 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.
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spelling pubmed-84281912021-09-10 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. Front Psychol Psychology 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. Frontiers Media S.A. 2021-08-26 /pmc/articles/PMC8428191/ /pubmed/34512452 http://dx.doi.org/10.3389/fpsyg.2021.695389 Text en Copyright © 2021 Wang, Christensen, Smith, Gillig, Jeong, Liu, Appleby, Read and Miller. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
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.
User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title_full User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title_fullStr User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title_full_unstemmed User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title_short User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
title_sort user-agent bond in generalizable environments: long-term risk-reduction via nudged virtual choices
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8428191/
https://www.ncbi.nlm.nih.gov/pubmed/34512452
http://dx.doi.org/10.3389/fpsyg.2021.695389
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