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Poster Information

TitleInside Outside: The interaction between immersive tendencies and sense of presence in changing risk-taking behavior via serious games
Presenter(s)Carlos Godoy, John Christensen, Lynn Miller, Jennifer Talevich, Paul Robert Appleby, Charisse Corsbie-Massay and Stephen Read
SessionConference Reception, Game Exhibition, and Poster Session
TimeThursday, October 9, 6:00p-8:00p
LocationEast Lansing Technology Innovation Center
FormatPoster Presentation
DescriptionSerious Games have great potential to optimize reduction in individual risky decision-making and behavior (Miller et al., in press). It's critical to know, however, what works when for whom. One key to their success may be that individuals may treat the virtual experience "as if" it is real life (Godoy, 2007). Individuals' experience of feeling immersed in the ongoing interaction may facilitate this. Such a propensity may be due to both measurable chronic individual differences (e.g., via the Immersive Tendencies Questionnaire (ITQ); Witmer & Singer, 1994) as well as induced changes due to the specific visual and narrative characteristics of the interactive media itself (e.g., as measured by the Presence Questionnaire Revised (PQR); Witmer & Singer, 1994). We predicted that chronic immersive tendencies and/or an induced "sense of presence", individually or in combination, would predict reduction in risky sexual decision-making in the 3-months following exposure to an HIV prevention serious game intervention. This poster presents the findings from this research. The findings suggest that, although presence may be a less important consideration for those low in immersive tendencies, those who have a natural propensity to become highly immersed are best served by serious games that maximize feelings of presence.
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