Using Exaggerated Feedback in a Virtual Reality Environment to Enhance Behavior Intention of Water-Conservation
Autor: | Wei-Che Hsu, 徐偉哲 |
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Rok vydání: | 2017 |
Druh dokumentu: | 學位論文 ; thesis |
Popis: | 105 Water-saving is easy saying than doing. The primary challenge of water environmental education is the gap between individual’s actual behavior of water-consuming and the consequences of that action, e.g. possible and potential environmental damage a long period after. That leads to individual’s lack of awareness of the problem. We thus designed a virtual reality water conservation game based on the psychological consideration to fill the gap between the individual habitual behaviors and the effect of negative consequences of the environment. The purpose of the present study is to utilize an immersive virtual environment technology (IVET) to create virtual experiences and expose the individual to vivid information, personal relevance and immediacy with the goal to raise behavior intention to water conservation. We provided the mediated virtual experience in the form of experiential learning game in which participants were situated in a virtual bathroom and were asked to repeat delivering water of 600-milliliter bottle in one minute until filling the specific water tank to flush toilet and have one-minute showering. The virtual reality game was designed for two participants. One was the major player embodies in the virtual environment while another one as the assistant stayed in the physical environment. Two participants should cooperate with each other to complete the virtual reality game. During the process of consuming the water resource, participants received exaggerated feedbacks (EF) vary in intensifying negative consequence of water consumption (direct EF) and/or environmental damage (ambient EF) that emphasizes personal affective responses. The evaluation of the effect of virtual experiences and exaggerated feedback was conducted through investigating individual willingness to turn off virtual faucet as well as pre-test and post-test questionnaire focusing on personal change of cognition, attitude and behavior intention to water conservation. An overall of 165 players, separated into four groups according to ambient or/and direct EF condition, experienced the game activities. A series of ANOVA was used to examine the effect of the experimental intervention. The results show that the immersive virtual reality game in this study cause significantly change of cognition and behavior intention. Further, the salience of water environmental risks from ambient EF can stimulate individual stronger improvement of attitude and behavior intention. We contributed a novel persuasive technology that is particular to the water resource. Also, the advantage of ambient EF was explored that could be applied to numerous and environmental-related issues in society. |
Databáze: | Networked Digital Library of Theses & Dissertations |
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