Currently submitted to: JMIR Serious Games
Date Submitted: May 13, 2020
Open Peer Review Period: May 13, 2020 - Jul 8, 2020
(currently open for review)
The effect of a health game prompt on self-efficacy: an online experiment.
As games for health are used more as (part of) an intervention, more research is being done to establish effects. Such research measures after or during gameplay. This online experiment seeks to investigate the effect of announcing a game for health before any gameplay – taking the perspective of a prompting effect.
Following the idea of cognitive reappraisal, prompting a serious game for health is proposed to boost self-efficacy.
This paper describes an online, two dimensional, between-subjects experimental design with self-efficacy as the main dependent variable. This online experiment researches the affordances given to an assignment for health-related problem-solving concerning living with Diabetes type II, introduced as a game versus the same assignment introduced as a task (N = 232). Measurements after the game/task assignment include self-efficacy as the main dependent variable, as well as positive and negative affect, flourishing, expected difficulty and self-esteem.
The results indicate a small negative effect from the game prompt on self-efficacy, compared to the task prompt, which is mediated by the expected difficulty.
No support for the notion that a game-prompt might be seen as arousal congruent cognitive reappraisal. Clinical Trial: n/a
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