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Need for Cognition, Transportability, and Engagement with Interactive Narratives
Melanie C Green1, Keenan M Jenkins2
1Department of Communication, University at Buffalo, Buffalo, New York.
Games for Health Journal
|January 15, 2020
Summary
Interactive health games enhance engagement through narrative choices. Individual differences like need for cognition and transportability influence immersion, with higher cognitive effort potentially increasing engagement in these games.
Area of Science:
- Psychology
- Human-Computer Interaction
- Digital Health
Background:
- Health games can utilize interactive narratives, allowing readers to influence plot direction.
- Individual differences may impact user engagement with narrative-based games.
Purpose of the Study:
- To investigate how need for cognition (NFC) and transportability affect user engagement in interactive narratives.
- To compare engagement metrics between linear and interactive narrative formats.
Main Methods:
- Two studies were conducted, randomly assigning participants to either a linear or interactive narrative.
- Key metrics measured included transportation, character identification, and perceived realism.
- The influence of need for cognition and transportability was analyzed.
Main Results:
- Transportability positively correlated with perceived realism in Study 1, but not Study 2.
- Higher need for cognition (NFC) was linked to increased character identification in Study 1 and greater transportation in Study 2.
- Findings suggest a link between willingness to exert mental effort and immersion in interactive narratives.
Conclusions:
- Individual differences, particularly need for cognition, play a significant role in user experience with interactive health narratives.
- Interactive narratives show potential for enhanced engagement in health games, contingent on user characteristics.
- Further research is needed to fully understand the interplay between cognitive traits and immersion in digital health interventions.
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