Immersive stories for health are 360-degree videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages and largely devoid of best practices. This paper presents a focus group study with 147 viewers of an immersive story about binge drinking experienced through VR headsets and mobile phones. The objective of the study is to identify aspects of immersive story design that influence attitudes towards the health issue exhibited, and to understand how health information is consumed in immersive stories. Findings emphasize the need for an immersive story to provide reasoning behind character engagement in the focal health behavior, to show the main character clearly engaging in the behavior, and to enable viewers to experience escalating symptoms of the behavior before the penultimate health consequence. Findings also show how the design of supporting characters can inadvertently distract viewers and lead them to justify the detrimental behavior being exhibited. The paper concludes with design considerations for enabling immersive stories to better inform public perception of health issues.
翻译:有关健康的闪烁故事是360度视频,旨在改变观众对有害健康行为的看法,它们有可能大规模地告知公众健康,然而,沉浸故事的设计仍处于早期阶段,而且基本上缺乏最佳做法。本文展示了一个焦点小组研究,有147名观众参加了关于通过VR头盔和移动电话饮酒的沉浸式故事。研究的目的是查明影响对所展示的健康问题的态度的沉浸式故事设计的各个方面,并了解如何在沉浸式故事中消耗健康信息。研究结果强调,需要有一个沉浸式故事来说明参与核心健康行为背后的性格推理,以明确显示行为的主要特征,并使观众能够经历在过过前健康后果前的行为症状升级。研究结果还表明,辅助人物的设计可以无意地分散观众的注意力,引导他们为所展示的有害行为辩护。论文最后提出设计考虑,使沉浸式故事更好地向公众宣传健康问题。