The Game of Life: How Playing Gamified Interactive Narratives Affects Career Planning in Cambodia

Authors

  • Lauren B. Frank Portland State University
  • Paul Sparks University of Southern California
  • Sheila T. Murphy University of Southern California
  • Lizzie Goodfriend Peripheral Vision International
  • Paul Falzone Peripheral Vision International

Keywords:

narrative, interactive narrative, message frequency, exposure, planning behaviors

Abstract

To improve economic opportunity in Cambodia, we used social cognitive theory to develop gamified, interactive narratives using mobile phones. Participants guided their chosen character toward their “dream job” goal while encountering a series of barriers along the way. Participants (N = 1,625) were randomly assigned to one of four message frequency experimental conditions: a no-play control condition or playing the interactive narrative one, two, or five times. Compared with not playing the interactive narrative (control), those who played showed higher perceived self-efficacy, response efficacy, and behavioral intentions. Playing more times was associated with less attentional focus and enjoyment, but greater narrative understanding and behavioral intentions. These results support the promise of interactive technology using basic mobile phones for social and behavioral change. Moreover, this study addresses the important question of how much exposure to an intervention is necessary to affect change.

Author Biographies

Lauren B. Frank, Portland State University

Associate Professor of Communication

Paul Sparks, University of Southern California

PhD StudentExecutive Director, Peripheral Vision International

Sheila T. Murphy, University of Southern California

Professor

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Published

2021-02-20

Issue

Section

Articles