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Processes  and  mechanisms  of  narrative  persuasion  in  
entertainment-­‐‑education  interventions  through  
audiovisual  fiction.  
The  role  of  identification  with  characters	
Juan-José Igartua1 & Jair Vega2
1 University of Salamanca (Spain) – 2 Universidad del Norte (Colombia)
TEEM’14
Techological Ecosystems for Enhancing Multiculturality
Salamanca, October 1-3, 2014
Track 6: “Communiction, Education and Health Promotion”
Main  goal	
To improve our knowledge of the
explanatory processes of narrative
persuasion in the field of health
communication using data
obtained in a study of
entertainment-education based on
audiovisual fiction.
Introduction	
Empirical study:
•  Experimental
research.
•  208 participants.
•  Mediation analysis.
Theroretical background:
•  Narrative persuasion.
•  Entertainment-Education
approach and health
communication.
•  TV series: “Revelados,
desde todas las
posiciones” (Colombia).
Narrative  persuasion	
•  How exposure to (fictional)
narratives designed to entertain
can cause persuasive effects
(Green & Brock, 2000).
•  Narratives (such as television
series or movies) are processed
differently from traditional
persuasive messages (such as
commercial advertisements),
(Slater & Rouner, 2002).
Traditional  persuasive  messages  
versus  narratives	
Persuasive messages Narratives
•  Contain list of arguments
in an explicit way.
•  Show a clear
educational or
attitudinal goal.
•  Processing goal: to
develop a correct
attitude.
•  Illustrate through the
presentation of events.
•  Action is focused on
the main characters.
•  Designed for
enjoyment.
•  Processing goal: to
become involved in
the story and on the
characters.
Dual  models  versus  narrative  
persuasion  models	
•  Main process in dual models
of rethorical persuasion (e.g.,
ELM): cognitive elaboration
(reflection, issue-relevant
thoughts).
•  Main process (mechanisms)
of narrative persuasion:
transportation and
identification with the
characters.
Identification  with  characters	
Identifying  with  characters  is  an  imaginative  process  
that  involves  the  temporal  replacement  of  own’s  
identity  with  that  of  a  character  from  an  affective  and  
cognitive  point  of  view  (Cohen,  2001).	
Emotional  empathy  (the  ability  to  feel  what  the  
characters  feel).	
Cognitive  empathy  (adopting  the  point  of  view  of  the  
characters).	
Merging  (a  temporal  loss  of  self-­‐‑awareness  and  
imagining  the  story  as  if  one  were  one  of  the  
characters).
Narrative  models  in  Health  
Communication	
•  Extended Elaboration Likelihood Model, E-ELM,
(Slater & Rouner, 2002).
•  Entertainment Overcoming Resistance Model,
EORM (Moyer-Gusé, 2008).
Identification  
with  the  
characters	
Counterarguing  	
AKitudinal  
impact	
-­‐‑	
 -­‐‑	
BUT,  empirical  research  into  this  topic  
is  in  its  early  stages  and  has  shown  
contradictory  findings.
TV  series  and  Entertainment-­‐‑
Education	
•  Even though
narrative formats do
not explicitly present
arguments from an
external source,
these can appear in
dialogues taking
place among
characters during
certain moments of
the story.
Fictional  narrative  formats  
(e.g.,  TV  series)  designed  
to  bring  about  positive  
social  change  show  a  clear  
educational  component.  
Identification  and  cognitive  
processes  	
Two possible relationships between identification and
cognitive processes.
①  Identification (empathy dimension) can stimulate
involvement with the messages “(…) which, in turn,
increases the elaboration of messages and their
potential persuasive effects” (Cohen, 2001, p. 260).
②  Identification (which also involves a temporary loss
of self-awareness) most likely would lead to a less
critical reading of the message.
Our  main  objective	
To test to what extent the attitudinal impact
caused by exposure to fictional audiovisual
contents designed as entertainment-
education platforms (through the Colombian
television series “Revelados, desde todas las
posiciones”) is explained because
identification leads to a greater reflection or
rather to a greater counterarguing.
Hypotheses	
Hypothesized  Mediation  Model:  indirect  effects  of  identification  
with  the  characters  on  aKitudes  through  cognitive  elaboration  and  
counterarguing  
Method	
•  N = 208 participants (age 14-20, mean = 15.85; 51.9%
women).
•  An experimental study (in Cololmbia, 2013).
•  TV series “Revelados, desde todas las
posiciones” (RDTP).
https://www.youtube.com/user/REVELADOSDTP
•  Participants were randomly divided in three groups
(each group a different RDTP episode).
•  The impact of viewing the episodes was assessed though
a questionnaire containing scales to measure reception
processes and attitudinal impact.
RDTP	
•  RDTP is a television series
addressed to young people
between the ages of 12 and
19, produced by the
Fundación Imaginario in
Colombia.
•  Educational contents: sexual
relation, sexual diversity and
gender violence.
•  First season: 20 episodes lasting
about 15 minutes each and
presents a story with continuity
from one episode to another.
The  main  characters:  
Camila,  Juan  Carlos,  
Vanessa  and  Sebastián.  
RDTP:  Episodes  and  topics	
Episode  8:  Adolescent  sexuality:  this  episode  
aKempts  to  reinforce  positive  beliefs  about  sexual  
decision-­‐‑making.	
Camila  is  the  main  character  of  the  episode  
transmiKing  the  educational  message.	
Episode  10:  Gender  violence:  to  reinforce  an  
aKitude  of  rejection  of  gender  violence.	
Vanessa    is  the  main  character  of  the  episode  
transmiKing  the  educational  message.	
Episode  17:  Expressing  homosexual  feelings:  to  
reinforce  a  positive  aKitude  toward  gay  men  who  
decide  to  openly  express  their  sexual  orientation  .	
Juan  Carlos  is  the  main  character  of  the  episode  
transmiKing  the  educational  message.
Instruments  and  variables	
•  Identifiction with the main
characters (11 items scale;
αCamila = .86, αVanessa = .89,
αSebastian = .91, αJuan Carlos = .
89).
•  Cognitive elaboration (4
itmes scale; α= .83).
•  Counterarguing (4 items
scale; α= .72).
•  Attitudinal impact: different
topics (adolescent sexuality,
gender violence and sexual
diversity).
•  A questionnaire
administered to the
participants
immediately after
they viewed the
episode.
Results	
•  Macro PROCESS for SPSS (Hayes, 2013).
•  A mediation model with two mediating
variables that operate in sequence (model 6).
•  The indirect effect was calculated using 10,000
bootstrap samples for bias-corrected bootstrap
confidence intervals.
•  An indirect effect is considered statistically
significant if the confidence interval established
(CI at 95%) does not include the value 0.
Mediation  model:  Chapter  8	
Identification  
with  Camila	
Cognitive  
elaboration	
Positive  aKitude  
toward  sexual  
decision-­‐‑making	
Counterarguing	
Indirect  effect	
Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes	
B  =  .28,  SE  =  .14,  95%  CI  [.01,  .65]	
.72  ***	
 .40  *	
.51  ***	
Direct  effect    =  .23	
-­‐‑.07	
 -­‐‑.16	
*  p  <  .05,  ***  p  <  .001	
Total  effect  =  .47  **
Mediation  model:  Chapter  10	
Identification  
with  Vanessa	
Cognitive  
elaboration	
Negative  aKitude  
toward  gender  
violence	
Counterarguing	
Indirect  effect	
Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes	
B  =  .33,  SE  =  .13,  95%  CI  [.10,  .65]	
.57  ***	
 .58  **	
.34  **	
Direct  effect    =  -­‐‑.12	
.28  *	
 -­‐‑.17	
*  p  <  .05,  **  p  <  .01,  ***  p  <  .001	
Total  effect  =  .12
Mediation  model:  Chapter  17	
Identification  
with  Juan  Carlos	
Cognitive  
elaboration	
Positve  aKitude  
toward  gay  men  
coming  out	
Counterarguing	
Indirect  effect	
Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes	
B  =  .18,  SE  =  .12,  95%  CI  [.02,  .54]	
.48  *	
 .37  *	
.18	
Direct  effect    =  -­‐‑.31	
.05	
 .36  +	
+  p  <  .10,  *  p  <  .05,  ***  p  <  .001	
Total  effect  =  -­‐‑.07
Discussion  and  conclusions	
•  This study confirm the
important role of
identification with characters
as one of the mechanism of
narrative persuasion.
•  A greater identification with
the main character was
associated with a greater
cognitive elaboration, in turn
leading to prosocial
attitudes.
•  Counterarguing did not play
a significant mediating role.
The  models  of  narrative  persuasion  
and  the  dual  models  of  rhetorical  
persuasion  may  be  compatible  in  
certain  contexts,  such  as  when  
messages  are  designed  in  such  a  way  
that  the  characters  make  explicit  the  
arguments  supporting  the  prosocial  
or  preventive  message  through  their  
dialogues.
Processes and mechanisms of narrative persuasion in entertainment-­‐‑education interventions through audiovisual fiction. The role of identification with characters
Thank  you  very  much!	
Juan-­‐‑José  Igartua  (*)  
University  of  Salamanca,  Spain	
(*)  Contact:  jigartua@usal.es	
hKp://www.ocausal.es

More Related Content

Processes and mechanisms of narrative persuasion in entertainment-­‐‑education interventions through audiovisual fiction. The role of identification with characters

  • 1. Processes  and  mechanisms  of  narrative  persuasion  in   entertainment-­‐‑education  interventions  through   audiovisual  fiction.   The  role  of  identification  with  characters Juan-José Igartua1 & Jair Vega2 1 University of Salamanca (Spain) – 2 Universidad del Norte (Colombia) TEEM’14 Techological Ecosystems for Enhancing Multiculturality Salamanca, October 1-3, 2014 Track 6: “Communiction, Education and Health Promotion”
  • 2. Main  goal To improve our knowledge of the explanatory processes of narrative persuasion in the field of health communication using data obtained in a study of entertainment-education based on audiovisual fiction.
  • 3. Introduction Empirical study: •  Experimental research. •  208 participants. •  Mediation analysis. Theroretical background: •  Narrative persuasion. •  Entertainment-Education approach and health communication. •  TV series: “Revelados, desde todas las posiciones” (Colombia).
  • 4. Narrative  persuasion •  How exposure to (fictional) narratives designed to entertain can cause persuasive effects (Green & Brock, 2000). •  Narratives (such as television series or movies) are processed differently from traditional persuasive messages (such as commercial advertisements), (Slater & Rouner, 2002).
  • 5. Traditional  persuasive  messages   versus  narratives Persuasive messages Narratives •  Contain list of arguments in an explicit way. •  Show a clear educational or attitudinal goal. •  Processing goal: to develop a correct attitude. •  Illustrate through the presentation of events. •  Action is focused on the main characters. •  Designed for enjoyment. •  Processing goal: to become involved in the story and on the characters.
  • 6. Dual  models  versus  narrative   persuasion  models •  Main process in dual models of rethorical persuasion (e.g., ELM): cognitive elaboration (reflection, issue-relevant thoughts). •  Main process (mechanisms) of narrative persuasion: transportation and identification with the characters.
  • 7. Identification  with  characters Identifying  with  characters  is  an  imaginative  process   that  involves  the  temporal  replacement  of  own’s   identity  with  that  of  a  character  from  an  affective  and   cognitive  point  of  view  (Cohen,  2001). Emotional  empathy  (the  ability  to  feel  what  the   characters  feel). Cognitive  empathy  (adopting  the  point  of  view  of  the   characters). Merging  (a  temporal  loss  of  self-­‐‑awareness  and   imagining  the  story  as  if  one  were  one  of  the   characters).
  • 8. Narrative  models  in  Health   Communication •  Extended Elaboration Likelihood Model, E-ELM, (Slater & Rouner, 2002). •  Entertainment Overcoming Resistance Model, EORM (Moyer-Gusé, 2008). Identification   with  the   characters Counterarguing   AKitudinal   impact -­‐‑ -­‐‑ BUT,  empirical  research  into  this  topic   is  in  its  early  stages  and  has  shown   contradictory  findings.
  • 9. TV  series  and  Entertainment-­‐‑ Education •  Even though narrative formats do not explicitly present arguments from an external source, these can appear in dialogues taking place among characters during certain moments of the story. Fictional  narrative  formats   (e.g.,  TV  series)  designed   to  bring  about  positive   social  change  show  a  clear   educational  component.  
  • 10. Identification  and  cognitive   processes   Two possible relationships between identification and cognitive processes. ①  Identification (empathy dimension) can stimulate involvement with the messages “(…) which, in turn, increases the elaboration of messages and their potential persuasive effects” (Cohen, 2001, p. 260). ②  Identification (which also involves a temporary loss of self-awareness) most likely would lead to a less critical reading of the message.
  • 11. Our  main  objective To test to what extent the attitudinal impact caused by exposure to fictional audiovisual contents designed as entertainment- education platforms (through the Colombian television series “Revelados, desde todas las posiciones”) is explained because identification leads to a greater reflection or rather to a greater counterarguing.
  • 12. Hypotheses Hypothesized  Mediation  Model:  indirect  effects  of  identification   with  the  characters  on  aKitudes  through  cognitive  elaboration  and   counterarguing  
  • 13. Method •  N = 208 participants (age 14-20, mean = 15.85; 51.9% women). •  An experimental study (in Cololmbia, 2013). •  TV series “Revelados, desde todas las posiciones” (RDTP). https://www.youtube.com/user/REVELADOSDTP •  Participants were randomly divided in three groups (each group a different RDTP episode). •  The impact of viewing the episodes was assessed though a questionnaire containing scales to measure reception processes and attitudinal impact.
  • 14. RDTP •  RDTP is a television series addressed to young people between the ages of 12 and 19, produced by the Fundación Imaginario in Colombia. •  Educational contents: sexual relation, sexual diversity and gender violence. •  First season: 20 episodes lasting about 15 minutes each and presents a story with continuity from one episode to another. The  main  characters:   Camila,  Juan  Carlos,   Vanessa  and  Sebastián.  
  • 15. RDTP:  Episodes  and  topics Episode  8:  Adolescent  sexuality:  this  episode   aKempts  to  reinforce  positive  beliefs  about  sexual   decision-­‐‑making. Camila  is  the  main  character  of  the  episode   transmiKing  the  educational  message. Episode  10:  Gender  violence:  to  reinforce  an   aKitude  of  rejection  of  gender  violence. Vanessa    is  the  main  character  of  the  episode   transmiKing  the  educational  message. Episode  17:  Expressing  homosexual  feelings:  to   reinforce  a  positive  aKitude  toward  gay  men  who   decide  to  openly  express  their  sexual  orientation  . Juan  Carlos  is  the  main  character  of  the  episode   transmiKing  the  educational  message.
  • 16. Instruments  and  variables •  Identifiction with the main characters (11 items scale; αCamila = .86, αVanessa = .89, αSebastian = .91, αJuan Carlos = . 89). •  Cognitive elaboration (4 itmes scale; α= .83). •  Counterarguing (4 items scale; α= .72). •  Attitudinal impact: different topics (adolescent sexuality, gender violence and sexual diversity). •  A questionnaire administered to the participants immediately after they viewed the episode.
  • 17. Results •  Macro PROCESS for SPSS (Hayes, 2013). •  A mediation model with two mediating variables that operate in sequence (model 6). •  The indirect effect was calculated using 10,000 bootstrap samples for bias-corrected bootstrap confidence intervals. •  An indirect effect is considered statistically significant if the confidence interval established (CI at 95%) does not include the value 0.
  • 18. Mediation  model:  Chapter  8 Identification   with  Camila Cognitive   elaboration Positive  aKitude   toward  sexual   decision-­‐‑making Counterarguing Indirect  effect Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes B  =  .28,  SE  =  .14,  95%  CI  [.01,  .65] .72  *** .40  * .51  *** Direct  effect    =  .23 -­‐‑.07 -­‐‑.16 *  p  <  .05,  ***  p  <  .001 Total  effect  =  .47  **
  • 19. Mediation  model:  Chapter  10 Identification   with  Vanessa Cognitive   elaboration Negative  aKitude   toward  gender   violence Counterarguing Indirect  effect Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes B  =  .33,  SE  =  .13,  95%  CI  [.10,  .65] .57  *** .58  ** .34  ** Direct  effect    =  -­‐‑.12 .28  * -­‐‑.17 *  p  <  .05,  **  p  <  .01,  ***  p  <  .001 Total  effect  =  .12
  • 20. Mediation  model:  Chapter  17 Identification   with  Juan  Carlos Cognitive   elaboration Positve  aKitude   toward  gay  men   coming  out Counterarguing Indirect  effect Identification  -­‐‑>  Cognitive  elaboration  -­‐‑>  AKitudes B  =  .18,  SE  =  .12,  95%  CI  [.02,  .54] .48  * .37  * .18 Direct  effect    =  -­‐‑.31 .05 .36  + +  p  <  .10,  *  p  <  .05,  ***  p  <  .001 Total  effect  =  -­‐‑.07
  • 21. Discussion  and  conclusions •  This study confirm the important role of identification with characters as one of the mechanism of narrative persuasion. •  A greater identification with the main character was associated with a greater cognitive elaboration, in turn leading to prosocial attitudes. •  Counterarguing did not play a significant mediating role. The  models  of  narrative  persuasion   and  the  dual  models  of  rhetorical   persuasion  may  be  compatible  in   certain  contexts,  such  as  when   messages  are  designed  in  such  a  way   that  the  characters  make  explicit  the   arguments  supporting  the  prosocial   or  preventive  message  through  their   dialogues.
  • 23. Thank  you  very  much! Juan-­‐‑José  Igartua  (*)   University  of  Salamanca,  Spain (*)  Contact:  jigartua@usal.es hKp://www.ocausal.es