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Area of Science:

  • Psychology
  • Health Communication
  • Human-Computer Interaction

Background:

  • Psychological immersion, or transportation, in virtual gaming environments enhances message influence.
  • Previous studies focused on graphic, fear-based messages in violent video games.

Purpose of the Study:

  • To investigate if transportation into a non-violent videogame can increase persuasion from low-fear, non-graphic health messages.
  • To examine the effectiveness of anti-driving under the influence (DUI) messages in a non-violent gaming context.

Main Methods:

  • Undergraduate participants' willingness to drive under the influence of alcohol (DUI) was assessed.
  • Participants played a car-racing videogame, exposed to either anti-DUI messages or advertisements.
  • In-game transportation levels and post-game willingness to DUI were measured.

Main Results:

  • Exposure to in-game anti-DUI messages correlated with reduced post-game willingness to DUI.
  • The impact of messages was strongest for individuals with higher pre-game willingness to DUI and greater in-game transportation.
  • This suggests a generalized effect of health messaging in immersive gaming.

Conclusions:

  • Immersive video games can effectively deliver health communications, promoting psychological transportation.
  • This study provides evidence for the generalization of health messaging effects in non-violent, low-fear gaming environments.
  • The findings extend prior research by demonstrating the efficacy of nongraphic, low-fear health messages within immersive, non-violent games.