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Need for Cognition, Transportability, and Engagement with Interactive Narratives

  • University of North Carolina at Chapel Hill

Research output: Contribution to journalArticlepeer-review

21 Scopus citations

Abstract

Objective: Games for heath can take the form of interactive narratives, or stories in which readers have the option to make decisions about the direction of the plot. Individual differences may affect the extent to which individuals become engaged in such narratives. Materials and Methods: In two studies, we randomly assigned participants to read either a traditional linear narrative or an interactive version of the same narrative. We examined the influence of need for cognition (NFC) and transportability (the extent to which individuals tend to become immersed in narratives) on transportation, character identification, and perceived realism. Results: Transportability led to higher perceptions of realism in the interactive narrative in Study 1, but this effect was not replicated in Study 2. In Study 1, higher NFC led to greater identification in the interactive narrative; in Study 2, higher NFC led to greater transportation into the interactive narrative. Conclusion: Greater willingness to exert mental effort may lead to greater immersion in interactive narratives.

Original languageEnglish
Pages (from-to)182-186
Number of pages5
JournalGames for Health Journal
Volume9
Issue number3
DOIs
StatePublished - Jun 1 2020

Keywords

  • Character identification
  • Interactivity
  • Narrative
  • Transportability
  • Transportation

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