Please use this identifier to cite or link to this item: https://repositorio.consejodecomunicacion.gob.ec//handle/CONSEJO_REP/9211
Title: The Game of Life: How Playing Gamified Interactive Narratives Affects Career Planning in Cambodia
Other Titles: International Journal of Communication
Authors: Frank, Lauren
Sparks, Paul
Murphy, Sheila
Goodfriend, Lizzie
Falzone, Paul
Keywords: narrative
exposure
behaviors
Issue Date: 2021
Publisher: International Journal of Communication
Citation: Frank, L., Sparks, P., Murphy, S., Goodfriend, L., and Falzone, P. (2021). The Game of Life: How Playing Gamified Interactive Narratives Affects Career Planning in Cambodia. International Journal Of Communication, 15, 21. https://ijoc.org/index.php/ijoc/article/view/15447/3386
Abstract: To improve economic opportunity in Cambodia, we used social cognitive theory to develop gamified, interactive narratives using mobile phones. Participants guided their chosen character toward their “dream job” goal while encountering a series of barriers along the way. Participants (N = 1,625) were randomly assigned to one of four message frequency experimental conditions: a no-play control condition or playing the interactive narrative one, two, or five times. Compared with not playing the interactive narrative (control), those who played showed higher perceived self-efficacy, response efficacy, and behavioral intentions. Playing more times was associated with less attentional focus and enjoyment, but greater narrative understanding and behavioral intentions. These results support the promise of interactive technology using basic mobile phones for social and behavioral change. Moreover, this study addresses the important question of how much exposure to an intervention is necessary to affect change.
URI: https://repositorio.consejodecomunicacion.gob.ec//handle/CONSEJO_REP/9211
ISSN: 1932-8036
Appears in Collections:Documentos internacionales sobre libertad de expresión y derechos conexos

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