TY - JOUR
T1 - Persuasion Game
T2 - Cross Cultural Comparison
AU - Ando, Kaori
AU - Sugiura, Junkichi
AU - Ohnuma, Susumu
AU - Tam, Kim Pong
AU - Hübner, Gundula
AU - Adachi, Nahoko
N1 - Funding Information:
532 555 © The Author(s) 2019 2019 SAGE Publications Background . This study aims to examine the effectiveness of the “ persuasion game ” in changing environmental attitudes and behaviors in different cultural contexts. Personal communication has been identified as a key facilitator of environmental behaviors, but environmental communication in our daily lives is infrequent. Intervention . This study tested the effects of the persuasion game in Germany, Hong Kong, and Japan . The game divides participants into two groups: persuaders and persuadees. The persuaders were given 10 minutes to persuade as many persuadees as they could to adopt energy-saving behaviors . Further, after 10 minutes, these participants were asked to switch their roles. Method . The study employed a quasi-experimental pretest/posttest design to examine changes in attitudes and behavioral intentions of the participants toward energy-saving before and after their participation in the persuasion game. Participants were university students in Germany (N = 116), Hong Kong (N = 65), and Japan (N = 92). Results . In all three countries, playing the game was associated with increased intention to adopt energy-saving behaviors, perceived seriousness of environmental problems, descriptive norm, and subjective norm. The increase in subjective norm was especially high in Japan, where the increase in intention to adopt energy-saving behavior was particularly pronounced among those who had less environmental communication. Discussion . The results indicate that this game can not only facilitate communication on environmental issues in different cultural contexts but also change how people perceive others’ interest in environmental issues. Conclusion . This study showed that persuasion game can be played in countries other than Japan as well. Moreover, it provides an opportunity to communicate with others on environmental issues, which may contribute to promoting future environmental behaviors. cultural comparison environmental behavior environmental communication persuasion role-playing simulation/gaming Declaration of Conflicting Interests The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article. Funding The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: The present study was supported by JSPS Kakenhi 16K00749 awarded by the Japan Society for the Promotion of Science.
Publisher Copyright:
© The Author(s) 2019.
PY - 2019/10/1
Y1 - 2019/10/1
N2 - Background. This study aims to examine the effectiveness of the “persuasion game” in changing environmental attitudes and behaviors in different cultural contexts. Personal communication has been identified as a key facilitator of environmental behaviors, but environmental communication in our daily lives is infrequent. Intervention. This study tested the effects of the persuasion game in Germany, Hong Kong, and Japan. The game divides participants into two groups: persuaders and persuadees. The persuaders were given 10 minutes to persuade as many persuadees as they could to adopt energy-saving behaviors. Further, after 10 minutes, these participants were asked to switch their roles. Method. The study employed a quasi-experimental pretest/posttest design to examine changes in attitudes and behavioral intentions of the participants toward energy-saving before and after their participation in the persuasion game. Participants were university students in Germany (N = 116), Hong Kong (N = 65), and Japan (N = 92). Results. In all three countries, playing the game was associated with increased intention to adopt energy-saving behaviors, perceived seriousness of environmental problems, descriptive norm, and subjective norm. The increase in subjective norm was especially high in Japan, where the increase in intention to adopt energy-saving behavior was particularly pronounced among those who had less environmental communication. Discussion. The results indicate that this game can not only facilitate communication on environmental issues in different cultural contexts but also change how people perceive others’ interest in environmental issues. Conclusion. This study showed that persuasion game can be played in countries other than Japan as well. Moreover, it provides an opportunity to communicate with others on environmental issues, which may contribute to promoting future environmental behaviors.
AB - Background. This study aims to examine the effectiveness of the “persuasion game” in changing environmental attitudes and behaviors in different cultural contexts. Personal communication has been identified as a key facilitator of environmental behaviors, but environmental communication in our daily lives is infrequent. Intervention. This study tested the effects of the persuasion game in Germany, Hong Kong, and Japan. The game divides participants into two groups: persuaders and persuadees. The persuaders were given 10 minutes to persuade as many persuadees as they could to adopt energy-saving behaviors. Further, after 10 minutes, these participants were asked to switch their roles. Method. The study employed a quasi-experimental pretest/posttest design to examine changes in attitudes and behavioral intentions of the participants toward energy-saving before and after their participation in the persuasion game. Participants were university students in Germany (N = 116), Hong Kong (N = 65), and Japan (N = 92). Results. In all three countries, playing the game was associated with increased intention to adopt energy-saving behaviors, perceived seriousness of environmental problems, descriptive norm, and subjective norm. The increase in subjective norm was especially high in Japan, where the increase in intention to adopt energy-saving behavior was particularly pronounced among those who had less environmental communication. Discussion. The results indicate that this game can not only facilitate communication on environmental issues in different cultural contexts but also change how people perceive others’ interest in environmental issues. Conclusion. This study showed that persuasion game can be played in countries other than Japan as well. Moreover, it provides an opportunity to communicate with others on environmental issues, which may contribute to promoting future environmental behaviors.
KW - cultural comparison
KW - environmental behavior
KW - environmental communication
KW - persuasion
KW - role-playing
KW - simulation/gaming
UR - http://www.scopus.com/inward/record.url?scp=85073541762&partnerID=8YFLogxK
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U2 - 10.1177/1046878119880236
DO - 10.1177/1046878119880236
M3 - Article
AN - SCOPUS:85073541762
SN - 1046-8781
VL - 50
SP - 532
EP - 555
JO - Simulation and Gaming
JF - Simulation and Gaming
IS - 5
ER -