References
- Ahn, S. J. G., & Fox, J. (2017). Immersive virtual environments, avatars, and agents for health. In R. Parrott (Ed.), Encyclopedia of health and risk message design and processing. Oxford University Press. https://doi.org/10.1093/acrefore/9780190228613.013.325
- Bal, M. (1997). Narratology: Introduction to the theory of narrative (2nd ed) ed.). University of Toronto Press.
- Baobab Studios (2016, December 21). INVASION! | Animated 360 VR Movie [HD] | Ethan Hawke [Video]. YouTube. https://www.youtube.com/watch?v=SZ0fKW5PttM
- BBC Scotland (2019, October 7). Inside anxiety - A 360 degree VR video drama | BBC Scotland [Video]. YouTube. https://www.youtube.com/watch?v=Pa7eX5BPt3Q&t=320s
- Bindman, S. W., Castaneda, L. M., Scanlon, M., & Cechony, A. (2018). Am I a bunny?: The impact of high and low immersion platforms and viewers’ perceptions of role on presence, narrative engagement, and empathy during an Animated 360° Video. Proceedings of the 2018 CHI conference on human factors in computing systems, Montréal, QC, Canada. https://doi.org/10.1145/3173574.3174031
- Brehm, S. S., & Brehm, J. W. (2013). Psychological reactance: A theory of freedom and control. Academic Press.
- Breves, P. (2020). Bringing people closer: The prosocial effects of immersive media on users’ attitudes and behavior. Nonprofit and Voluntary Sector Quarterly, 49(5), 1015–1034. https://doi.org/10.1177/0899764020903101
- Burdette, M. (2015, November 18). The swayze effect. Oculus Story Studio Blog. https://www.oculus.com/story-studio/blog/the-swayze-effect/?locale=en_US
- Chung, A. H., & Slater, M. D. (2013). Reducing stigma and out-group distinctions through perspective-taking in narratives. Journal of Communication, 63(5), 894–911. https://doi.org/10.1111/jcom.12050
- Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245–264. https://doi.org/10.1207/S15327825MCS0403_01
- Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272–309. https://doi.org/10.1080/15213269.2015.1015740
- Dahlstrom, M. F., Niederdeppe, J., Gao, L., & Zhu, X. (2017). Operational and conceptual trends in narrative persuasion research: Comparing health-and non-health-related contexts. International Journal of Communication, 11, 4865–4885. https://ijoc.org/index.php/ijoc/article/view/6629/2202
- de Graaf, A., Hoeken, H., Sanders, J., & Beentjes, J. W. (2012). Identification as a mechanism of narrative persuasion. Communication Research, 39(6), 802–823. https://doi.org/10.1177/0093650211408594
- de la Hera Conde-pumpido, T. (2013, August 26–29). A conceptual model for the study of persuasive games [paper presentation]. DiGRA International Conference, Atlanta, GA. U.S.
- de la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual Environments, 19(4), 291–301. https://doi.org/10.1162/PRES_a_00005
- Diageo. (2018, April 24). Diageo gives consumers a first-person perspective of binge drinking tragedies in groundbreaking virtual reality series [Press release]. https://www.diageo.com/en/news-and-media/press-releases/diageo-gives-consumers-a-first-person-perspective-of-binge-drinking-tragedies-in-groundbreaking-virtual-reality-series/
- Diageo DRINKiQ (2018, April 24). Decisions: Party’s Over – Greg’s Perspective [Video]. YouTube. https://www.youtube.com/watch?v=PQl_NVT9P0Y
- Dillard, J. P., & Shen, L. (2005). On the nature of reactance and its role in persuasive health communication. Communication Monographs, 72(2), 144–168. https://doi.org/10.1080/03637750500111815
- Elmezeny, A., Edenhofer, N., & Wimmer, J. (2018). Immersive storytelling in 360-degree videos: An analysis of interplay between narrative and technical immersion. Journal of Virtual Worlds Research, 11(1), 1–13. https://doi.org/10.4101/jvwr.v11i1.7298
- Faddoul, G., & Chatterjee, S. (2020). A quantitative measurement model for persuasive technologies using storytelling via a virtual narrator. International Journal of Human–Computer Interaction, 36(17), 1585–1604. https://doi.org/10.1080/10447318.2020.1768670
- Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701–721. https://doi.org/10.1037/0022-3514.79.5.701
- Hayes, A. F. (2013). Methodology in the social sciences. Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. Guilford Press.
- Hendriks Vettehen, P., Wiltink, D., Huiskamp, M., Schaap, G., & Ketelaar, P. (2019). Taking the full view: How viewers respond to 360-degree video news. Computers in Human Behavior, 91, 24–32. https://doi.org/10.1016/j.chb.2018.09.018
- Herrera, F., Bailenson, J., Weisz, E., Ogle, E., & Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. Plos One, 13(1), e0204494. https://doi.org/10.1371/journal.pone.0204494
- Hoeken, H., Kolthoff, M., & Sanders, J. (2016). Story perspective and character similarity as drivers of identification and narrative persuasion. Human Communication Research, 42(2), 292–311. https://doi.org/10.1111/hcre.12076
- Iles, I., Nan, X., Ma, Z., Feldman, R., Butler, J., Wang, M. Q., & Zhao, Z. (2019). Self-affirmation and defensive processing of graphic cigarette warning labels among African American Smokers: A community-based study. Health Education Journal, 78(3), 301–314. https://doi.org/10.1177/0017896918805129
- Jensen, J. K. (2016). EWA: Out of body [Film]. Makropol.
- JohnnieWalkerUS. (2017, November 30). Decisions: A 360° virtual reality drunk driving experience [Video]. YouTube. https://www.youtube.com/watch?v=p3TU2hfETc8&t=1s
- Kanny, D., Naimi, T. S., Liu, Y., Lu, H., & Brewer, R. D. (2018). Annual total binge drinks consumed by US adults, 2015. American Journal of Preventive Medicine, 54(4), 486–496. https://doi.org/10.1016/j.amepre.2017.12.021
- Kim, H. K., & Niederdeppe, J. (2016). Effects of self-affirmation, narratives, and informational messages in reducing unrealistic optimism about alcohol-related problems among college students. Human Communication Research, 42(2), 246–268. https://doi.org/10.1111/hcre.12073
- Kim, Y. M., Rhiu, I., & Yun, M. H. (2020). A systematic review of a virtual reality system from the perspective of user experience. International Journal of Human–Computer Interaction, 36(10), 893–910. https://doi.org/10.1080/10447318.2019.1699746
- Kors, M. J., van der Spek, E. D., Ferri, G., & Schouten, B. A. (2018, October). You; the observer, partaker or victim. Delineating three perspectives to empathic engagement in persuasive games using immersive technologies. Proceedings of the 2018 annual symposium on computer-human interaction in play companion extended abstracts - CHI PLAY ’18 extended abstracts, Melbourne, Australia, 493–501. https://doi.org/10.1145/3270316.3271547
- Kreuter, M. W., Green, M. C., Cappella, J. N., Slater, M. D., Wise, M. E., Storey, D., Clark, E. M., O’Keefe, D. J., Erwin, D. O., Holmes, K., Hinyard, L. J., Houston, T., & Woolley, S. (2007). Narrative communication in cancer prevention and control: A framework to guide research and application. Annals of Behavioral Medicine, 33(3), 221–235. http://doi.org/10.1007/BF02879904
- Larsen, M. (2018). Virtual sidekick: Second-person POV in narrative VR. Journal of Screenwriting, 9(1), 73–83. https://doi.org/10.1386/josc.9.1.73_1
- Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
- Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
- Ma, Z. (2020a). Effects of immersive stories on prosocial attitudes and willingness to help: Testing psychological mechanisms. Media Psychology, 23(6), 865–890. https://doi.org/10.1080/15213269.2019.1651655
- Ma, Z. (2020b). The use of immersive stories to influence college students’ attitudes and intentions related to drinking and driving. Journal of American College Health, 1–8. https://doi.org/10.1080/07448481.2020.1842418
- Ma, Z., & Nan, X. (2018). Role of narratives in promoting mental illnesses acceptance. Atlantic Journal of Communication, 26(3), 196–209. https://doi.org/10.1080/15456870.2018.1471925
- Ma, Z., & Nan, X. (2019). Positive facts, negative stories: Message framing as a moderator of narrative persuasion in anti-smoking communication. Health Communication, 34(12), 1454–1460. https://doi.org/10.1080/10410236.2018.1499702
- Mateer, J. (2017). Directing for cinematic virtual reality: How the traditional film director’s craft applies to immersive environments and notions of presence. Journal of Media Practice, 18(1), 14–25. https://doi.org/10.1080/14682753.2017.1305838
- Moyer‐Gusé, E. (2008). Toward a theory of entertainment persuasion: Explaining the persuasive effects of entertainment-education messages. Communication Theory, 18(3), 407–425. https://doi.org/10.1111/j.1468-2885.2008.00328.x
- Moyer-Gusé, E., & Nabi, R. L. (2010). Explaining the effects of narrative in an entertainment television program: Overcoming resistance to persuasion. Human Communication Research, 36(1), 26–52. https://doi.org/10.1111/j.1468-2958.2009.01367.x
- Murphy, S. T., Frank, L. B., Chatterjee, J. S., & Baezconde-Garbanati, L. (2013). Narrative versus nonnarrative: The role of identification, transportation, and emotion in reducing health disparities. Journal of Communication, 63(1), 116–137. https://doi.org/10.1111/jcom.12007
- Nan, X., Futerfas, M., & Ma, Z. (2017). Role of narrative perspective and modality in the persuasiveness of public service advertisements promoting HPV vaccination. Health Communication, 32(3), 320–328. https://doi.org/10.1080/10410236.2016.1138379
- National Institute of Alcohol Abuse and Alcoholism. (2014). NIAAA council approves definition of binge drinking. NIAAA Newsletter, 3. https://pubs.niaaa.nih.gov/publications/Newsletter/winter2004/Newsletter_Number3.pdf
- Oliver, M. B., Dillard, J. P., Bae, K., & Tamul, D. J. (2012). The effect of narrative news format on empathy for stigmatized groups. Journalism & Mass Communication Quarterly, 89(2), 205–224. https://doi.org/10.1177/1077699012439020
- Quick, B. L., & Stephenson, M. T. (2008). Examining the role of trait reactance and sensation seeking on perceived threat, state reactance, and reactance restoration. Human Communication Research, 34(3), 448–476. https://doi.org/10.1111/j.1468-2958.2008.00328.x
- Reinhart, A. M., Marshall, H. M., Feeley, T. H., & Tutzauer, F. (2007). The persuasive effects of message framing in organ donation: The mediating role of psychological reactance. Communication Monographs, 74(2), 229–255. https://doi.org/10.1080/03637750701397098
- Schutte, N. S., & Stilinović, E. J. (2017). Facilitating empathy through virtual reality. Motivation and Emotion, 41(6), 708–712. https://doi.org/10.1007/s11031-017-9641-7
- Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64–73. https://doi.org/10.1016/j.chb.2017.09.012
- Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3. https://doi.org/10.3389/frobt.2016.00074
- Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/pres.1997.6.6.603
- Slater, M. D., & Rouner, D. (2002). Entertainment—education and elaboration likelihood: Understanding the processing of narrative persuasion. Communication Theory, 12(2), 173–191. https://doi.org/10.1111/j.1468-2885.2002.tb00265.x
- Stahre, M., Roeber, J., Kanny, D., Brewer, R. D., & Zhang, X. (2014). Contribution of excessive alcohol consumption to deaths and years of potential life lost in the United States. Preventing Chronic Disease, 11, E109. https://doi.org/10.5888/pcd11.130293
- Sundar, S. S., Kang, J., & Oprean, D. (2017). Being there in the midst of the story: How immersive journalism affects our perceptions and cognitions. Cyberpsychology, Behavior and Social Networking, 20(11), 672–682. https://doi.org/10.1089/cyber.2017.0271
- Tal-Or, N., & Cohen, J. (2010). Understanding audience involvement: Conceptualizing and manipulating identification and transportation. Poetics, 38(4), 402–418. https://doi.org/10.1016/j.poetic.2010.05.004
- The New York Times. (2015, November 6). The Displaced | 360 VR Video | The New York Times [Video]. YouTube. https://www.youtube.com/watch?v=ecavbpCuvkI
- Van Leeuwen, L., Van Den Putte, B., Renes, R. J., & Leeuwis, C. (2017). Do narrative engagement and recipients’ thoughts explain the impact of an entertainment-education narrative on discouraging binge drinking? Media Psychology, 20(2), 194–220. https://doi.org/10.1080/15213269.2016.1142379
- Wei, J., Carroll, R. J., Harden, K. K., & Wu, G. (2012). Comparisons of treatment means when factors do not interact in two-factorial studies. Amino Acids, 42(5), 2031–2035. https://doi.org/10.1007/s00726-011-0924-0