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虚拟预测:当虚拟酒精选择预测6个月内酒精消费量的变化时。

Virtual prognostication: When virtual alcohol choices predict change in alcohol consumption over 6-months.

作者信息

Wang Liyuan, Christensen John L, Jeong David C, Miller Lynn C

机构信息

Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, 90007.

Department of Communication, University of Connecticut, Storrs, CT, 06269.

出版信息

Comput Human Behav. 2019 Jan;90:388-396. doi: 10.1016/j.chb.2018.08.025. Epub 2018 Aug 13.

DOI:10.1016/j.chb.2018.08.025
PMID:30906112
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6428448/
Abstract

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 target audience, and (4) assess pre and 6-months post-intervention YMSM's alcohol use. Using a Socially Optimized Learning Environment (SOLVE) intervention game with IA and alcohol use measures, we found that virtual water choice (versus virtual alcohol choice) significantly predicted real-life alcohol consumption change. Furthermore, personality factors (e.g., Behavioral Approach System) predicted virtual choices and alcohol consumption change. Implications of these findings are discussed.

摘要

叙事游戏中,用户与虚拟主体进行互动,这类游戏越来越多地被用于健康干预,以改变目标行为。在虚拟社交互动中,基于类似现实生活中的情境线索,过去的行为可以预测虚拟选择。在此,基于学习和互动理论,我们研究了在虚拟干预之后,社交互动中的选择是否可能对未来行为变化具有特别的诊断意义。为了验证这一点,我们需要:(1)针对目标受众(如同性恋男性中具有性风险的年轻男性(YMSM)),设计一个情境化风险(如涉及饮酒)场景(如与伴侣多喝一杯);(2)在此情境中纳入基于证据的虚拟干预(如促进减少饮酒);(3)在针对该目标受众的与智能体(IA)进行的虚拟约会游戏场景干预中设定并记录一个虚拟选择(水或酒);(4)评估干预前及干预后6个月YMSM的饮酒情况。通过使用带有智能体(IA)和饮酒量测量的社会优化学习环境(SOLVE)干预游戏,我们发现虚拟选择水(相对于虚拟选择酒)能显著预测现实生活中的饮酒量变化。此外,人格因素(如行为趋近系统)能预测虚拟选择和饮酒量变化。我们对这些研究结果的意义进行了讨论。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/3131146cf390/nihms-1504915-f0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/9698b9b64702/nihms-1504915-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/a8819ad7de20/nihms-1504915-f0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/685b2280c651/nihms-1504915-f0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/7eac0d478647/nihms-1504915-f0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/3131146cf390/nihms-1504915-f0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/9698b9b64702/nihms-1504915-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/a8819ad7de20/nihms-1504915-f0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/685b2280c651/nihms-1504915-f0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/7eac0d478647/nihms-1504915-f0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7123/6428448/3131146cf390/nihms-1504915-f0005.jpg

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