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Small Is Big: Interactive Trumps Passive Information in Breaking Information Barriers and Impacting Behavioral Antecedents.

作者信息

Beck Ariane L, Lakkaraju Kiran, Rai Varun

机构信息

LBJ School of Public Affairs, The University of Texas at Austin, Austin, TX, United States of America.

Sandia National Labs, Albuquerque, United States of America.

出版信息

PLoS One. 2017 Jan 18;12(1):e0169326. doi: 10.1371/journal.pone.0169326. eCollection 2017.

DOI:10.1371/journal.pone.0169326
PMID:28099478
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5242502/
Abstract

The wealth of information available on seemingly every topic creates a considerable challenge both for information providers trying to rise above the noise and discerning individuals trying to find relevant, trustworthy information. We approach this information problem by investigating how passive versus interactive information interventions can impact the antecedents of behavior change using the context of solar energy adoption, where persistent information gaps are known to reduce market potential. We use two experiments to investigate the impact of both passive and interactive approaches to information delivery on the antecedents (attitudes, subjective norms, and perceived behavioral control in the Theory of Planned Behavior) of intentions and behavior, as well as their effect on intentions and behavior directly. The passive information randomized control trial delivered via Amazon Mechanical Turk tests the effectiveness of delivering the same content in a single message versus multiple shorter messages. The interactive information delivery uses an online (mobile and PC) trivia-style gamification platform. Both experiments use the same content and are carried out over a two-week time period. Our findings suggest that interactive, gamified information has greater impact than passive information, and that shorter multiple messages of passive information are more effective than a single passive message.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cc0a/5242502/ef5cd713e2d9/pone.0169326.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cc0a/5242502/278df265b4fe/pone.0169326.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cc0a/5242502/ef5cd713e2d9/pone.0169326.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cc0a/5242502/278df265b4fe/pone.0169326.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cc0a/5242502/ef5cd713e2d9/pone.0169326.g002.jpg

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本文引用的文献

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JMIR Serious Games. 2013 Dec 12;1(1):e3. doi: 10.2196/games.3139.
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Conducting behavioral research on Amazon's Mechanical Turk.在亚马逊的 Mechanical Turk 上进行行为研究。
Behav Res Methods. 2012 Mar;44(1):1-23. doi: 10.3758/s13428-011-0124-6.
3
Video game play, child diet, and physical activity behavior change a randomized clinical trial.视频游戏玩耍、儿童饮食和身体活动行为改变的随机临床试验。
使用对照实验和计算模型来衡量连续同伴接触对决策的影响。
PLoS One. 2020 Jul 9;15(7):e0234875. doi: 10.1371/journal.pone.0234875. eCollection 2020.
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In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world.追求可持续的大学生酒精干预:在现实世界中部署游戏化的 PNF。
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Narrowing the US energy efficiency gap.缩小美国的能源效率差距。
Proc Natl Acad Sci U S A. 2010 Sep 14;107(37):16007-8. doi: 10.1073/pnas.1010651107. Epub 2010 Aug 31.
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Using the internet to promote health behavior change: a systematic review and meta-analysis of the impact of theoretical basis, use of behavior change techniques, and mode of delivery on efficacy.利用互联网促进健康行为改变:对理论基础、行为改变技术的应用以及传播方式对效果影响的系统评价和荟萃分析。
J Med Internet Res. 2010 Feb 17;12(1):e4. doi: 10.2196/jmir.1376.
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Increasing nutrition literacy: testing the effectiveness of print, web site, and game modalities.提高营养知识水平:测试印刷品、网站及游戏模式的效果。
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Playing for real: video games and stories for health-related behavior change.玩真的:用于促进与健康相关行为改变的电子游戏及故事
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Enhancing learning through use of interactive tools on health-related websites.通过使用健康相关网站上的交互式工具来加强学习。
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