“什么对你来说是重要的,麦克斯?”青少年健康行为改变互动叙事中目标对参与的影响。

Megan Mott, Bradford Mott, Jonathan Rowe, Elizabeth Ozer, Alison Giovanelli, Mark Berna, Marianne Pugatch, Kathleen Tebb, Carlos Penilla, James Lester
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引用次数: 0

摘要

用于预防保健的交互式叙述技术为促进青少年健康行为的改变提供了巨大的潜力。通过提高青少年的知识、个人效能和自我调节技能,这些技术有望对青少年健康产生积极影响。这些潜在的好处是通过以故事为中心的学习体验实现的,这些体验为青少年提供了在引人入胜的基于游戏的环境中练习减少危险健康行为的策略的机会。互动叙事的一个显著特点便是玩家能够通过自己的选择影响故事。在本文中,我们提出了初步的工作,调查互动叙事的参与,重点是减少青少年在酒精使用方面的危险行为。具体来说,我们考虑青少年选择的短期和长期目标对主角角色的重要性与他们参与互动叙事的关系。利用来自20名青少年的初步研究的交互日志数据,我们对玩家选择的目标进行了基于聚类的分析。然后,我们研究了确定的集群之间的参与度是如何不同的。结果表明,青少年对主角短期目标和长期目标的选择会显著影响他们对互动叙事的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

"What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change.

"What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change.

"What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change.

"What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change.

Interactive narrative technologies for preventive health care offer significant potential for promoting health behavior change in adolescents. By improving adolescents' knowledge, personal efficacy, and self-regulatory skills these technologies hold great promise for realizing positive impacts on adolescent health. These potential benefits are enabled through story-centric learning experiences that provide opportunities for adolescents to practice strategies to reduce risky health behaviors in engaging game-based environments. A distinctive feature of interactive narrative that promotes engagement is players' ability to influence the story through the choices they make. In this paper, we present initial work investigating engagement in an interactive narrative that focuses on reducing adolescents' risky behaviors around alcohol use. Specifically, we consider how the short-term and long-term goals adolescents choose as being important to the protagonist character relates to their engagement with the interactive narrative. Leveraging interaction log data from a pilot study with 20 adolescents, we conduct a cluster-based analysis of the goals players selected. We then examine how engagement differs between the identified clusters. Results indicate that adolescents' choices for the protagonist's short-term and long-term goals can significantly impact their engagement with the interactive narrative.

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