Evidence map›Paper›PMID 34512452›Full record

ArticleFrontiers in psychology2021

User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices.

Liyuan Wang, John L Christensen, Benjamin J Smith, Traci K Gillig, David C Jeong, Mingxuan Liu, Paul R Appleby, Stephen J Read, Lynn C Miller

Open access · goldAbstract read
In one paragraph

Article in Frontiers in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
0.1field-weighted citation impact, top 44% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 4 citations in OpenAlex.

  1. Article
  2. Review
  3. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 5 institutions in 1 country.

Liyuan WangDepartment of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
John L ChristensenDepartment of Communication, University of Connecticut, Storrs, CT, United States.
Benjamin J SmithDepartment of Psychology, University of Oregon, Eugene, OR, United States.
Traci K GilligDepartment of Strategic Communication, Edward R. Murrow College of Communication, Washington State University, Pullman, WA, United States.
David C JeongDepartment of Communication, Santa Clara University, Santa Clara, CA, United States.
Mingxuan LiuDepartment of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
Paul R ApplebyDepartment of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
Stephen J ReadDepartment of Psychology, University of Southern California, Los Angeles, CA, United States.
Lynn C MillerDepartment of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
University of Southern California · USSanta Clara University · USUniversity of Connecticut · USUniversity of Oregon · USWashington State University · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Avatars or agents are digitized self-representations of a player in mediated environments. While using agents to navigate through mediated environments, players form bonds with their self-agents or characters, a process referred to as identification. Identification can involve automatic, but temporary, self-concept "shifts in implicit self-perceptions" (Klimmt et al., 2010, p. 323) of the media user by adopting or emphasizing the action choices on behalf of the social expectation of the avatar in the mediated environment. In the current study, we test the possibility that users' identification with video game avatars-a bond built between avatars and players- would account for subsequent behavior changes. We did so by using 3-month longitudinal data involving a narratively-based serious game: Socially Optimized Learning in Virtual Environments (SOLVE), a 3D-interactive game designed to reduce risky sexual behaviors among young men who have sex with men (

Indexed as

agent (virtual users)generalizable virtual environmentsidentificationinterventionmen who had sex with menrisk-reduction behaviorvideo gamevirtual choices

Identifiers

PMID34512452
PMCPMC8428191
OpenAlexW3196216287

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.