6 279 EXPLICIT MESSAGING PROMOTES GAME SELECTION Main Analyses To address the first research aim, we first compared the effects of trailer message on game choice and preference. A logistic regression predicting game choice using the trailer design as a predictor showed that the odds of choosing the mental health game were 3.71 times higher than the odds of choosing the entertainment game [X2 (1, n = 129) = 18.99, p < .001]. However, the odds of choosing the mental health message when it was portrayed in the detailed trailer were 5.65 times higher than the odds of choosing the mental health message when it was portrayed in the abstract trailer [X2 (1, n = 129) = 19.09, p < .001]. The complete model was able to correctly predict 69.8% of the game choices [X2 (1, n = 129) = 21.11, p < .001]. Figure 3 shows how the four combinations of trailer design and trailer message were chosen at different rates by the participants. Specifically, the figure shows both a favouring of the detailed trailer and the trailer with the mental health message. Although mental health messaging made it more likely for participants to choose a game, participants did not perceive the game promoted with the mental health message as more attractive or more fun than the game promoted with the entertainment message (Table 4). However, there was a significant interaction for perceived attractiveness of trailer message × trailer design [F(1, 127) = 36.60, p < .001, η2 p = .22], indicating that there was a significant difference between the trailer designs in perceived attractiveness when they contained the mental health message [Mabstract = 5.40, SEabstract = 0.21; Mdetailed = 6.79, SEdetailed = 0.20; F(1, 127) = 22.89, p < .001, η2 p = .15], but not when the trailer designs contained the entertainment message [Mabstract = 5.65, SEabstract = 0.22; Mdetailed = 6.21, SEdetailed = 0.22; F(1, 127) = 3.16, p = .08, η2 p = .02]. Similarly, there was a significant interaction for perceived fun of trailer message × trailer design [F(1, 127) = 27.23, p < .001, η2 p = .18], indicating that there was a significant difference between the trailer designs in perceived fun when they contained the mental health message [Mabstract = 5.37, SEabstract = 0.21; Mdetailed = 6.41, SEdetailed = 0.21; F(1, 127) = 12.51, p < .001, η2 p = .09] and not when they contained the entertainment message [Mabstract = 5.58, SEabstract = 0.22; Mdetailed = 6.08, SEdetailed = 0.22; F(1, 127) = 2.64, p = .11, η2 p = .02]. Thus, participants believed the game to be significantly more fun and attractive if the mental health message was included in the detailed trailer than if they received the mental health message in the abstract trailer. However, when trailers contained the entertainment message the abstract and the detailed trailer were perceived as equally fun and attractive (Figure 4).
RkJQdWJsaXNoZXIy MTk4NDMw