The mediational role of identification in the relationship between experience mode and self-efficacy: enactive role-playing versus passive observation
Abstract
Abstract Based on Social Cognitive Theory, this study proposes a new concept-mediated enactive experience to understand game playing effects on self-efficacy in the context of a health promotion role-playing game. An experiment demonstrated that a mediated enactive experience afforded by game playing was more effective than a mediated observational experience provided by game watching in influencing self-efficacy. It was found that identification with the game character partially mediated the relationship between experience mode and self-efficacy.
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Games are thought to provide a good medium for increasing self-efficacy because they offer enactive experience in a safe environment without real-life consequences.
“Games are thought to provide a good medium for increasing self-efficacy as they offer the opportunity for enactive experience in a safe environment, without real-life consequences to making wrong decisions (Peng 2008;Prensky 2007).”
From A meta-analysis of serious digital games for healthy lifestyle promotion (2014) · cites this paper as Peng 2008
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- Authors
- Peng, W.
- Affiliations
- Michigan State University (US)
- Corresponding author
- Peng, Wei
- ORCID
- Peng, Wei
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2008-12
- Volume
- 11
- Issue
- 6
- Pages
- 649-652
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2086939413
- Cited by
- 92
- References
- 18
- Citations by year
- 2026: 3 · 2025: 3 · 2024: 4 · 2023: 6 · 2021: 8 · 2020: 8 · 2019: 5 · 2018: 2 · 2017: 6 · 2016: 7 · 2015: 11 · 2014: 8 · 2013: 9 · 2012: 4
- FWCI
- 4.66
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- CyberPsychology & Behavior (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- self-efficacy, role-playing games, health promotion, social cognitive theory, mediation
- MeSH terms
- Health Promotion, Humans, Professional Competence, Psychological Theory, Role, Role Playing, Social Perception, Negotiating, Observation, Self Efficacy
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