Cited by 92Educational Games and GamificationMedia Influence and HealthDigital Games and Media

The mediational role of identification in the relationship between experience mode and self-efficacy: enactive role-playing versus passive observation

Peng, Wei·2008·CyberPsychology & Behavior

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.

Integrity signals

Registry

Crossref · 10.1089/cpb.2007.0229

Cites

18 of 18 references verified0 citation errors · 0 not checkable

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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).”

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Authors
Peng, W.
Affiliations
Michigan State University (US)
Corresponding author
Peng, Wei
Venue
CyberPsychology & Behavior
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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