Immersive storytelling for pro-environmental behaviour change: The Green Planet augmented reality experience

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Maruša Levstek , Sarah Papworth , Andy Woods , Lucy Archer , Iqra Arshad , Klaus Dodds , Juliet S. Holdstock , James Bennett , Polly Dalton
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Abstract

Immersive media is becoming more mainstream but its role in challenging social norms and individuals’ behaviours is less understood. We implemented a survey at The Green Planet Augmented Reality Experience, one of the largest immersive experiences in the United Kingdom, investigating the potential of nature-themed augmented reality (AR) experiences to encourage sustainability beliefs and pro-environmental behaviours, with a one-month follow-up. A video condition group was also recruited to watch a 2D screen-capture video of the AR experience. Results suggest that the AR group had increased in sustainability attitudes and pro-environmental behaviours after (vs. before) the experience, and this persisted at follow-up one month later. When compared to the video group, the AR group scored higher in sustainability beliefs immediately after engaging with the media (but did not differ in pro-environmental behavioural intentions). At a one-month follow-up, both groups appeared to have declined in sustainability beliefs and behaviours in comparison to immediately after media exposure (but were still greater when compared to before exposure). While the two groups did not differ in sustainability beliefs, AR visitors reported to have performed more pro-environmental behaviours in the month following the experience and even increased significantly more since before attending the experience when compared to those in the video condition. Finally, we built a model of cognitive mechanisms of longitudinal pro-environmental behaviour change by media, identifying the sense of presence and connection with nature as mechanisms through which immersive media can promote greater behaviour change when compared to traditional video media. Limitations and industry implications are discussed.

身临其境的故事讲述促进环保行为的改变:绿色星球增强现实体验
沉浸式媒体正日益成为主流,但人们对它在挑战社会规范和个人行为方面的作用却不甚了解。我们在 "绿色星球增强现实体验"(英国最大的沉浸式体验之一)上开展了一项调查,研究以自然为主题的增强现实(AR)体验在鼓励可持续发展理念和亲环境行为方面的潜力,并进行了为期一个月的跟踪调查。同时还招募了一个视频条件组,观看 AR 体验的 2D 屏幕捕捉视频。结果表明,AR 体验组在体验后(与体验前相比)的可持续发展态度和亲环境行为都有所提高,并且在一个月后的跟踪调查中这种情况依然存在。与视频组相比,AR 组在参与媒体体验后的可持续发展信念方面得分更高(但在亲环境行为意向方面没有差异)。在一个月后的随访中,两组的可持续发展理念和行为似乎都比接触媒体后的第一时间有所下降(但与接触媒体前相比仍然更高)。虽然两组在可持续发展信念方面没有差异,但与视频条件下的参观者相比,AR 参观者在体验后的一个月内做出了更多的亲环境行为,甚至比参加体验前有了显著增加。最后,我们建立了一个媒体纵向亲环境行为改变的认知机制模型,确定了与传统视频媒体相比,身临其境感和与自然的联系是沉浸式媒体能够促进更大行为改变的机制。本文还讨论了局限性和对行业的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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