Persuasion Game: Cross Cultural Comparison

被引:2
|
作者
Ando, Kaori [1 ]
Sugiura, Junkichi [2 ]
Ohnuma, Susumu [3 ,4 ]
Tam, Kim-Pong [5 ]
Huebners, Gundula [6 ,7 ]
Adachi, Nahoko [8 ]
机构
[1] Nara Womens Univ, Fac Human Life & Environm, Nara 6308506, Japan
[2] Keio Univ, Fac Letters, Tokyo, Japan
[3] Hokkaido Univ, Dept Behav Sci, Grad Sch Humanities & Human Sci, Sapporo, Hokkaido, Japan
[4] Hokkaido Univ, Ctr Expt Res Social Sci, Sapporo, Hokkaido, Japan
[5] Hong Kong Univ Sci & Technol, Div Social Sci, Hong Kong, Peoples R China
[6] Martin Luther Univ Halle Wittenberg, Res Grp Hlth & Environm Psychol, Inst Psychol, Halle, Germany
[7] MSH Med Sch, Social Psychol, Hamburg, Germany
[8] Osaka City Univ, Urban Culture Res Ctr, Osaka, Japan
基金
日本学术振兴会;
关键词
cultural comparison; environmental behavior; environmental communication; persuasion; role-playing; simulation; gaming; ENVIRONMENTAL CONCERN; ATTITUDE-CHANGE; HONG-KONG; BEHAVIOR; CLIMATE; FAMILY; SELF; COMMUNICATION; INDIVIDUALISM; COLLECTIVISM;
D O I
10.1177/1046878119880236
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
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页码:532 / 555
页数:24
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