UNIVERSITY PARK, Pa. — Depicting worst-case climate scenarios like expanding deserts and dying coral reefs may better motivate people to support environmental policies when delivered via virtual reality, according to a research team led by Penn State that studied how VR and message framing affect the impact of environmental advocacy communications. The study findings, published in the journal Science Communication, may help advocacy groups decide how best to frame and deliver their messages.
The researchers examined individuals’ responses to climate change messaging when delivered through traditional video and desktop virtual reality — VR programs like Google Earth that can run on a mobile phone or computer. They found that loss-framed messages, or those that transitioned from a positive to negative climate scenario to emphasize what humanity has to lose, were more effective at convincing people to support environmental policies when delivered via VR. Gain-framed messages, which depict a more hope-inspiring change from a negative to a positive environmental outcome, had a greater impact when delivered through traditional video format.
“The findings of this study suggest that in terms of seeking support for climate change policy, it’s the combination of the medium and the message that can determine the most effective solution for promoting a particular advocacy message,” said S. Shyam Sundar, senior author and the James P. Jimirro Professor of Media Effects at Penn State. “For consumers, the media literacy message here is that you’re much more emotionally vulnerable or more likely to be swayed by a VR presentation of an advocacy message, especially if the presentation focuses on loss.”
The research team created two desktop virtual reality experiences, one gain-framed and one loss-framed, using the Unity3D game engine. In addition to the loss and gain framed messages, the VR programs also depicted healthy and unhealthy coral reef ecosystems, accompanied by lighter or darker ambient lighting and hopeful or sad audio, and allowed users to explore the aquatic environments. The researchers used the programs to record loss- and gain-framed videos based on the VR experiences.