{"id":109622,"date":"2016-03-14T10:36:42","date_gmt":"2016-03-14T14:36:42","guid":{"rendered":"https:\/\/today.uconn.edu\/?p=109622"},"modified":"2016-04-07T15:55:05","modified_gmt":"2016-04-07T19:55:05","slug":"virtual-reality-can-deliver-public-health-messages","status":"publish","type":"post","link":"https:\/\/today.uconn.edu\/2016\/03\/virtual-reality-can-deliver-public-health-messages\/","title":{"rendered":"Virtual Reality Can Deliver Public Health Messages"},"content":{"rendered":"<p>When someone mentions video games, chances are the word \u2018respect\u2019 is not the first thing that comes to mind. But for social psychologists Hart Blanton and Christopher Burrows, respecting the integrity of the medium is an important facet in delivering public health messages through online gaming.<\/p>\n<p>Blanton is a professor of social psychology in the Department of Psychological Sciences and a principal investigator in the Institute for Collaborations on Health, Intervention, and Policy (InCHIP). Burrows, a recent UConn Ph.D., is now a postdoc in Blanton\u2019s lab.<\/p>\n<figure id=\"attachment_109607\" aria-describedby=\"caption-attachment-109607\" style=\"width: 540px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game.jpg\" rel=\"attachment wp-att-109607\"><img decoding=\"async\" class=\"wp-image-109607 img-responsive lazyload\" data-src=\"https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game-1024x544.jpg\" alt=\"A screen shot from an interactive video game developed by Christopher Burrows, Ph.D. in the Department of Psychological Sciences.\" width=\"540\" height=\"287\" data-srcset=\"https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game-1024x544.jpg 1024w, https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game-300x159.jpg 300w, https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game-768x408.jpg 768w, https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game-630x335.jpg 630w, https:\/\/today.uconn.edu\/wp-content\/uploads\/2016\/02\/Video-Game.jpg 1274w\" data-sizes=\"(max-width: 540px) 100vw, 540px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 540px; --smush-placeholder-aspect-ratio: 540\/287;\" \/><\/a><figcaption id=\"caption-attachment-109607\" class=\"wp-caption-text\">A screen shot from an interactive video game developed by postdoc Christopher Burrows &#8217;15 Ph.D. in the Department of Psychological Sciences.<\/figcaption><\/figure>\n<p>Together, they have collaborated on a set of studies appearing online in the journal <a href=\"http:\/\/crx.sagepub.com\/content\/early\/2015\/12\/08\/0093650215619215.abstract\">Communications Research<\/a> dealing with real-world persuasion from virtual-world campaigns. The paper focuses on what transpires when people who are deeply immersed in video games are exposed to messages about public health issues, such as drunk driving, which are embedded in the backgrounds of gaming scenes.<\/p>\n<p>In a result that may seem surprising, the studies revealed that those individuals most deeply immersed in a game seem to \u2018get the message\u2019 more strongly than do the less-engaged players.<\/p>\n<p>\u201cThis isn\u2019t subliminal advertising,&#8221; says Blanton. &#8220;We don\u2019t make any attempt to hide the message we want to deliver. But whatever we include has to be genuine. You wouldn\u2019t be surprised to find an anti-drunk driving poster on the wall of a department of motor vehicles office or even in a library or classroom, but you would be surprised to find something like that in a castle or on a space ship. That\u2019s why we\u2019re careful about where we place these messages.\u201d<\/p>\n<p>Blanton says research shows that in literary fiction, to really enjoy a story a reader has to enter a state of suspended disbelief, such that characters seem real in whatever role they are cast. This is true in television and movies, as well. And to a large extent, it is also true in video games. As long as the presence of a message seems \u2018reasonable\u2019 in relation to the story line, the players will be inclined to accept it if they are also psychologically immersed in the game.<\/p>\n<p>The paper reported on three studies where a total of 395 college-age gamers, 60 percent male, 40 percent female, were exposed to anti-driving under the influence (DUI) messages in a first-person shooter game. The anti-DUI posters were placed on the walls in the background of virtual gaming scenes.<\/p>\n<p>In the first study, results showed that the more players reported being transported into the game, the more their own attitudes were affected by the anti-DUI posters. Most could recall seeing the messages with clarity, but memory did not predict the effect. Rather, losing one\u2019s self in the game seemed to cause the background health messages to exert influence on the gamer&#8217;s own DUI attitudes.<\/p>\n<p>The use of\u00a0 video games to deliver health messages is an important innovation because, as Blanton describes it, there is a long history in health communications, including in anti-smoking campaigns and safer-sex campaigns, that shows the more you try to influence someone&#8217;s behavior, the more you risk moving them in an opposite direction. This is referred to as a &#8216;boomerang effect.&#8217;<\/p>\n<p>Blanton acknowledges that there are very few people who will admit to being &#8216;pro DUI.&#8217; He says just about everyone agrees it&#8217;s a bad idea, but to varying degrees. However, some people engage in the behavior and some people don&#8217;t, and those who do are also the ones most at risk of a boomerang. This makes messaging tricky.<\/p>\n<p>Fortunately, their two follow-up studies suggested that their game counteracted this problem. The second study replicated the first, and also showed that when people are heavily immersed in the scenes they are viewing, their ability to argue against the DUI message is reduced. This lowers the risk of a boomerang.<\/p>\n<p>The third study replicated the first two, but it also suggested that the traditional boomerang effect can still occur among a minority of players if they do not become heavily immersed in the game. These individuals resisted persuasion, much as individuals often do in real life.<\/p>\n<p>There are obviously pitfalls in trying to change people&#8217;s behaviors but, Blanton says, \u201cWe think that by delivering messages when people are in a more susceptible state \u2013 when they are transported into the reality of a virtual game where they can be more strongly influenced in a non-coercive way \u2013 we have great potential for effective communication.\u201d<\/p>\n<p>Blanton adds that this research predicts an emerging field he refers to as \u2018the psychology of virtual reality\u2019 \u2013 an area of study that combines the fields of psychology and communication with distinctly 21st-century challenges.<\/p>\n<aside class=\"grey-sidebar full-sidebar\">\n  <\/p>\n<h3>Postdoc with Additional Skills<\/h3>\n<p>When postdoc Christopher Burrows arrived in Storrs to begin his Ph.D. studies with Hart Blanton, neither of them anticipated that Burrows\u2019 programming skills might prove critical to their future research efforts.<\/p>\n<p>Blanton is the one who brings the subject up.<\/p>\n<p>\u201cI knew Chris had a promising future as a psychologist and was also good at solving technical problems in the lab, but when I got talking to him and realized he has this very unusual skill of being able to create his own video games, it just opened up a world of possibilities. I\u2019ve done a lot of research in a lot of different areas, but now thanks to Chris I feel I\u2019ve stumbled into a whole new area and can do research in ways I just hadn\u2019t anticipated.&#8221;<\/p>\n<p>Burrows is modest about his computer skills, but says they began when he was a child when his parents wouldn\u2019t allow him to have a gaming console.<\/p>\n<p>\u201cI wanted to play games and I wanted to know how PCs work, and I just got more and more interested in figuring things out for myself,\u201d he says.<\/p>\n<p>\u201c Eventually, I took a class in programming when I got to college, but I never thought of it as anything more than a hobby. Once I started working with Hart, and we started talking about how the virtual gaming world had a real possibility for delivering public health messages, I just went to work and created our prototype video.\u201d<\/p>\n<p>In addition to the \u2018first person shooter\u2019 game Burrows created for this particular study, he has also created a driving game that paves the way toward the delivery of additional public health messages. That game will be used in future research.<\/aside>\n","protected":false},"excerpt":{"rendered":"<p>In a study of video game users, UConn researchers found that virtual reality makes people more accepting of public health messages.<\/p>\n","protected":false},"author":21,"featured_media":110326,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_crdt_document":"","wds_primary_category":0,"wds_primary_series":0,"wds_primary_attribution":0,"footnotes":""},"categories":[2226,1822,2076,1875,2225],"tags":[],"magazine-issues":[],"coauthors":[1935],"class_list":["post-109622","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-clas","category-postdoc","category-research","category-grad-school","category-uconn-storrs"],"pp_statuses_selecting_workflow":false,"pp_workflow_action":"current","pp_status_selection":"publish","acf":[],"publishpress_future_action":{"enabled":false,"date":"2026-06-01 11:30:26","action":"change-status","newStatus":"draft","terms":[],"taxonomy":"category","extraData":[]},"publishpress_future_workflow_manual_trigger":{"enabledWorkflows":[]},"_links":{"self":[{"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/posts\/109622","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/users\/21"}],"replies":[{"embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/comments?post=109622"}],"version-history":[{"count":13,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/posts\/109622\/revisions"}],"predecessor-version":[{"id":111319,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/posts\/109622\/revisions\/111319"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/media\/110326"}],"wp:attachment":[{"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/media?parent=109622"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/categories?post=109622"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/tags?post=109622"},{"taxonomy":"magazine-issue","embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/magazine-issues?post=109622"},{"taxonomy":"author","embeddable":true,"href":"https:\/\/today.uconn.edu\/wp-rest\/wp\/v2\/coauthors?post=109622"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}