This study suggests that a personalized anti-drinking mobile game can be effective in addressing college students’ binge drinking perceptions, as it can generate higher levels of self-referencing effect and flow. This study conducted a post-test only experiment with the personalized mobile game condition by using a participant’s selfie and name and the control condition by using a default game character. This study found that (1) the personalized mobile game generated a higher level of self-referencing effect than the default mobile game; (2) the self-referencing mediated the positive effect of the personalized mobile game on attitudes toward the game and the negative effect of it on attitudes toward binge drinking; and (3) the personalized mobile game generated higher levels of self-referencing effect and flow than the default mobile game, which in turn resulted in more positive attitudes toward the game. The implications of these results are discussed.
Personalized Mobile Game, Anti-Drinking Game, College Binge Drinking
2017.06.30 | Published. | |
2019.06.12 | DOI published. |