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1.
Comput Human Behav ; 139: 107533, 2023 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36277032

RESUMO

This study investigates the impact of an immersive virtual reality (VR) simulation of herd immunity on vaccination intentions and its potential underlying mechanisms. In this preregistered field study, N = 654 participants were randomly assigned to one of the three VR conditions: (1) Gamified Herd Immunity; (2) Gamified Herd Immunity + Empathy (with additional narrative elements); (3) Control (gamified with no vaccination-related content). In the Gamified Herd Immunity simulation, participants embodied a vulnerable person and navigated a wedding venue trying to avoid getting infected. A total of 455 participants with below maximum intentions to take a novel vaccine and without severe cybersickness were analyzed. The Gamified Herd Immunity + Empathy and the Gamified Herd Immunity conditions increased vaccination intentions by 6.68 and 7.06 points on a 0-100 scale, respectively, compared to 1.91 for the Control condition. The Gamified Herd Immunity + Empathy condition enhanced empathy significantly more than the Gamified Herd Immunity condition but did not result in higher vaccination intentions. Experienced presence was related to the change in vaccination intentions. The results suggest that VR vaccination communication can effectively increase vaccination intentions; the effect is not solely due to the technological novelty and does not depend on empathy.

2.
Sci Rep ; 12(1): 15265, 2022 09 10.
Artigo em Inglês | MEDLINE | ID: mdl-36088489

RESUMO

Information has major consequences for democracy and society. It is important to understand what factors favor its diffusion. The impact of the content of a message on its likelihood of going viral is poorly understood. Some studies say originality is important for a message not to be overlooked. Others give more relevance to paratextual elements-network centrality, timing, human cognitive limits. Here we propose that originality and centrality interact in a nontrivial way, which might explain why originality by itself is not a good predictor of success. We collected data from Reddit on users sharing hyperlinks. We estimated the originality of each post title and the centrality of the website hosting the shared link. We show that the interaction effect exists: if users share content from a central website, originality no longer increases the odds of receiving at least one upvote. The same is not true for the odds of becoming one of the top 10% scoring posts. We show that originality is concentrated in the domain network: domains in the core of the network produce more original content. Our results imply that research on online information virality needs to take into account the nontrivial interaction between originality and prominence.


Assuntos
Criatividade , Humanos
3.
Sci Rep ; 12(1): 4593, 2022 03 17.
Artigo em Inglês | MEDLINE | ID: mdl-35301359

RESUMO

Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants' understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: [Formula: see text], analyzed: [Formula: see text]). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ([Formula: see text] of sample), or to receive the same information via text and images ([Formula: see text] of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0-100 scale) and belief in vaccination as a collective responsibility (1-7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to [Formula: see text]). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to [Formula: see text]). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to [Formula: see text]). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied "in the wild"-providing a complementary method for vaccine advocacy.


Assuntos
COVID-19 , Realidade Virtual , COVID-19/prevenção & controle , Vacinas contra COVID-19 , Humanos , Vacinação , Hesitação Vacinal
4.
Vaccine ; 39(46): 6746-6753, 2021 11 05.
Artigo em Inglês | MEDLINE | ID: mdl-34654579

RESUMO

Effective interventions for increasing people's intention to get vaccinated are crucial for global health, especially considering COVID-19. We devised a novel intervention using virtual reality (VR) consisting of a consultation with a general practitioner for communicating the benefits of COVID-19 vaccination and, in turn, increasing the intention to get vaccinated against COVID-19. We conducted a preregistered online experiment with a 2×2 between-participant design. People with eligible VR headsets were invited to install our experimental application and complete the ten minute virtual consultation study at their own discretion. Participants were randomly assigned across two age conditions (young or old self-body) and two communication conditions (with provision of personal benefit of vaccination only, or collective and personal benefit). The primary outcome was vaccination intention (score range 1-100) measured three times: immediately before and after the study, as well as one week later. Five-hundred-and-seven adults not vaccinated against COVID-19 were recruited. Among the 282 participants with imperfect vaccination intentions (<100), the VR intervention increased pre-to-post vaccination intentions across intervention conditions (mean difference 8.6, 95% CI 6.1 to 11.1,p<0.0001). The pre-to-post difference significantly correlated with the vaccination intention one week later, ρ=0.20,p<0.0001. The VR intervention was effective in increasing COVID-19 vaccination intentions both when only personal benefits and personal and collective benefits of vaccination were communicated, with significant retention one week after the intervention. Utilizing recent evidence from health psychology and embodiment research to develop immersive environments with customized and salient communication efforts could therefore be an effective tool to complement public health campaigns.


Assuntos
COVID-19 , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Adulto , Vacinas contra COVID-19 , Humanos , Intenção , SARS-CoV-2 , Vacinação
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