Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1 = 134; NStudy 2 = 94; NStudy 3 = 161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.,
Basic and Applied Social Psychology
ERMeCC, Erasmus Research Centre for Media, Communication and Culture, Rotterdam

van ’t Riet, J. (Jonathan), Meeuwes, A.C. (Annika C.), van der Voorden, L. (Laura), & Jansz, J. (2018). Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help. Basic and Applied Social Psychology, 1–15. doi:10.1080/01973533.2018.1459301