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Customization of Avatars in a HPV Digital Gaming Intervention for College-Age Males

Published: 01 October 2018 Publication History
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  • Abstract

    Background. Digital games are increasingly popular among college age men and present themselves as an ideal platform to deliver HPV interventions. Customizing avatars in role playing games encourage intrinsic motivation in the learning process because of self-representation. Proteus Effect research suggests that the representations people make are an adaption of their actual/ ideal self and dictate how one conforms to the expectations and identity cues of their avatar. Objective/Purpose: This study evaluated the effectiveness of a digital gaming intervention aimed at increasing HPV risk perceptions, self- efficacy and behavioral intention to receive the HPV vaccine among college age men 18 - 26.
    Methods. This randomized control trial employed a 2 X 2 fully-crossed between subjects and tested the effects of avatar characters assigned/customized and perception of self ideal/actual on HPV risk perception, HPV vaccine self-efficacy and behavioral intent to receive the HPV vaccine. Participants were randomly assigned to one of four conditions.
    Results. A Factorial ANOVA with repeated measures and a between subjects' factor split plot was used to test for the differences between the means of the outcome variables. Despite having no main or interaction effect our analysis did report a significant main effect of using a pre-post design with the experiment as a stimulus.
    Discussion/Conclusion. For experimental data, customizing an avatar to look like one's actual self increases risk perception for the HPV virus and self - efficacy for the HPV vaccine whereas customizing an avatar to look like one's ideal self increases one's intent to receive the HPV vaccine.

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    cover image Simulation and Gaming
    Simulation and Gaming  Volume 49, Issue 5
    10 2018
    115 pages

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    Sage Publications, Inc.

    United States

    Publication History

    Published: 01 October 2018

    Author Tags

    1. digital game-based learning
    2. health
    3. public
    4. role-playing
    5. simulation/gaming
    6. technology

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    • (2018)Healthcare Simulation Research in Simulation and GamingSimulation and Gaming10.1177/104687811880368649:5(475-478)Online publication date: 1-Oct-2018

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