Virtual Exemplars in Health Promotion Campaigns: Heightening Perceived Risk and Involvement to Reduce Soft Drink Consumption in Young Adults

IF 1.7 4区 心理学 Q2 COMMUNICATION
Sun Joo Grace Ahn
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引用次数: 17

Abstract

Virtual simulations allow individuals to concretely view the future negative health consequences of present dietary choices. Integrating exemplification theory with risk communication research, the effect of using virtual simulations to exemplify the health risks of soft drink consumption was assessed across 3 weeks. A three-group pretest, posttest, and delayed posttest design (N = 62) compared the effect of three channels of delivering health risk information – base-rate statistics, picture, and virtual simulation – embedded in a digital health promotion pamphlet. Three dimensions of risk perception (perceived likelihood, susceptibility, severity), involvement with the health issue, and soft drink consumption were measured across 3 weeks. Virtual exemplars were the most effective channel for increasing perceived likelihood, perceived susceptibility, involvement, and soft drink consumption over time. Exemplification did not affect perceived severity. The paper discusses the potential of virtual exemplars as a powerful tool in designing effective health messages.
健康促进运动中的虚拟范例:提高感知风险和参与以减少年轻人的软饮料消费
虚拟模拟允许个人具体地观察当前饮食选择对未来健康的负面影响。将例证理论与风险沟通研究相结合,在3周的时间内评估了使用虚拟模拟来例证软饮料消费的健康风险的效果。一项三组前测、后测和延迟后测设计(N = 62)比较了在数字健康促进小册子中嵌入的三种传递健康风险信息的渠道——基本率统计、图片和虚拟模拟的效果。风险感知的三个维度(感知可能性、易感性、严重程度)、与健康问题的关系以及软饮料的消费量在三周内进行了测量。随着时间的推移,虚拟样本是增加感知可能性、感知易感性、参与和软饮料消费的最有效渠道。例证并不影响感知到的严重性。本文讨论了虚拟范例作为设计有效健康信息的有力工具的潜力。
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
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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