Authors
Liyuan Wang, John L Christensen, David C Jeong, Lynn C Miller
Publication date
2019/1/1
Journal
Computers in human behavior
Volume
90
Pages
388-396
Publisher
Pergamon
Description
Narrative games, in which users interact with virtual agents, are increasingly being used in health interventions to change targeted behaviors. In virtual social interactions, based on similar real-life contextual cues, past behavior can predict virtual choices. Here, based on theories in learning and interactivity, we examined the whether following a virtual intervention, choices in social interactions may be particularly diagnostic of future behavior changes. To test this, we needed to (1) leverage a contextualized risk (e.g., involving alcohol consumption): scenario (e.g., having one more drink with my partner) given a target audience (e.g., sexually risky young men who have sex with men (YMSM)), (2) include within this context an evidence-based virtual intervention (e.g., promoting alcohol reduction), (3) instantiate and record a virtual choice (water or alcohol) in a virtual dating game scenario intervention with IA for that …
Total citations
201920202021202220232024136311
Scholar articles