2015
DOI: 10.1080/02650487.2015.1082226
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Small clicks, great effects: the immediate and delayed influence of websites containing serious games on behavior and attitude

Abstract: The number of websites containing persuasive serious games and advergames has increased over the past several years, but their immediate and delayed effects on behavior are still not well understood. The present field experiment (n D 388, varied socio-professional groups) demonstrates that interactivity linked to this type of website provokes positive effects on immediate behavior (purchases of energy-saving light bulbs, ESLBs) in a 'real setting.' It further affected the behavior (installation of ESLBs at hom… Show more

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Cited by 13 publications
(5 citation statements)
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References 42 publications
(50 reference statements)
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“…Videogames that are intended to convey ideas, values and influence the thoughts and actions of players in real-life contexts have been called serious games [31]. These games, also called "games of change" [32,33] or "social impact games" [17], have experienced a rapid rise in the last decade, due to the popularity of videogames as audiovisual technology for the media, non-governmental organizations (NGOs), politicians, activists, teachers, professionals and the art sector, because they can encompass multiple learning objectives, encompass diverse areas and target different age groups [34]. Attending to their gameplay characteristics, serious games exist in a variety of genders and formats such as simulations, simulating aspects of a real or fictional reality; quizzes, answering questions with the goal of obtaining points-platforms-navigating one's environment while avoiding obstacles; or adventures, solving puzzles by interacting with people or the environment in a non-confrontational way [23,[27][28][29][30].…”
Section: Introductionmentioning
confidence: 99%
“…Videogames that are intended to convey ideas, values and influence the thoughts and actions of players in real-life contexts have been called serious games [31]. These games, also called "games of change" [32,33] or "social impact games" [17], have experienced a rapid rise in the last decade, due to the popularity of videogames as audiovisual technology for the media, non-governmental organizations (NGOs), politicians, activists, teachers, professionals and the art sector, because they can encompass multiple learning objectives, encompass diverse areas and target different age groups [34]. Attending to their gameplay characteristics, serious games exist in a variety of genders and formats such as simulations, simulating aspects of a real or fictional reality; quizzes, answering questions with the goal of obtaining points-platforms-navigating one's environment while avoiding obstacles; or adventures, solving puzzles by interacting with people or the environment in a non-confrontational way [23,[27][28][29][30].…”
Section: Introductionmentioning
confidence: 99%
“…Serious games are computer or video games designed for the primary purpose of educating users beyond entertainment purposes (eg, educational games, exercise video games, language learning games) [19][20][21][22]. Studies have demonstrated that serious games are effective in sharing information as well as changing attitudes and behaviors in a variety of health domains, such as safe sex [23], healthy eating [24][25][26], cancer [27,28], smoking [29,30], exercise [31][32][33], asthma management [34,35], and over-the-counter medication [36].…”
Section: Serious Gamesmentioning
confidence: 99%
“…. ) the parodic-ironic stance of these games offers an affinity space to strengthen the shared sensibilities of the multifaceted taste culture of the brand's fans (Courbet et al, 2016) Group 4 Effects of advergames on brand loyalty (N = 19) Quantitative ( 8) Qualitative (6) Case study (4) Theoretical analysis ( 5)…”
Section: Categories Number Of Documents and Main Codesmentioning
confidence: 99%