The fear game4/7/2024 All were randomly assigned to play either a version of the game containing background billboards that delivered simple, text-based anti-DUI messages or consumer advertising. Willingness to drive under the influence of alcohol (DUI) was measured in an undergraduate sample (M AGE = 19) at the start of the semester, and n = 220 returned 0-3 months later to play a car-racing videogame. This study sought to examine whether transportation into a nonviolent videogame can heighten persuasion from low-fear, nongraphic health messages. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of violent, first-person videogames. Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes.
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