TY - JOUR
T1 - Designing to promote compliance
T2 - the role of prompt types in a persuasive virtual reality environment
AU - Ekpezu, Akon Obu
AU - Wiafe, Isaac
AU - Atsakpo, Elikem Doe
AU - Oinas-Kukkonen, Harri
N1 - Publisher Copyright:
© 2025 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2025
Y1 - 2025
N2 - Prompts are integral to persuasive systems. However, their differential effectiveness in driving compliance remains underexplored. This study examined how visual-text versus verbal-audio prompts drive user compliance within a persuasive virtual reality environment (PVRE). Using a randomised controlled trial, participants were assigned to either a control group (received visual-text prompts, n = 130) or an intervention group (received audio-verbal prompts, n = 138). Results of an independent samples t-test showed a statistically significant difference in compliance scores between the groups: (Formula presented.). Users of the PVRE who received visual-text prompts demonstrated significantly higher compliance rates compared to those who received verbal-audio prompts. To further the emotional context behind compliance, sentiment analysis was conducted on qualitative responses from five-open ended questions. Chi-Square test showed statistically significant differences in sentiment distribution for participants’ overall impressions of the PVRE (Formula presented.), and emotional response to the prompts (Formula presented.). Visual-text prompts were perceived as clearer, more motivating, and easier to follow, while verbal-audio prompts lacked personalisation and were often interpreted as inanimate or monotonous. This study elucidates the need to utilise human-like and socially relatable personas to deliver prompts in BCSS to establish the social presence needed for persuasion.
AB - Prompts are integral to persuasive systems. However, their differential effectiveness in driving compliance remains underexplored. This study examined how visual-text versus verbal-audio prompts drive user compliance within a persuasive virtual reality environment (PVRE). Using a randomised controlled trial, participants were assigned to either a control group (received visual-text prompts, n = 130) or an intervention group (received audio-verbal prompts, n = 138). Results of an independent samples t-test showed a statistically significant difference in compliance scores between the groups: (Formula presented.). Users of the PVRE who received visual-text prompts demonstrated significantly higher compliance rates compared to those who received verbal-audio prompts. To further the emotional context behind compliance, sentiment analysis was conducted on qualitative responses from five-open ended questions. Chi-Square test showed statistically significant differences in sentiment distribution for participants’ overall impressions of the PVRE (Formula presented.), and emotional response to the prompts (Formula presented.). Visual-text prompts were perceived as clearer, more motivating, and easier to follow, while verbal-audio prompts lacked personalisation and were often interpreted as inanimate or monotonous. This study elucidates the need to utilise human-like and socially relatable personas to deliver prompts in BCSS to establish the social presence needed for persuasion.
KW - Behavior change support systems
KW - compliance
KW - persuasive systems design
KW - persuasive technology
KW - physical activity
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105020760387
U2 - 10.1080/0144929X.2025.2580537
DO - 10.1080/0144929X.2025.2580537
M3 - Article
AN - SCOPUS:105020760387
SN - 0144-929X
JO - Behaviour and Information Technology
JF - Behaviour and Information Technology
ER -