Table 1.
SCT | SDT | TT | ELM | BIT | |
---|---|---|---|---|---|
Change procedures | |||||
Storyline | X | X | X | ||
Mini-games | X | X | |||
Modeling | X | ||||
Feedback | X | X | X | ||
Choice | X | ||||
Value-reason statements | X | ||||
Tailoring | X | ||||
Good guy/bad guy | X | ||||
Goal setting | X | X | |||
Implementation intentions | X | ||||
Self-monitoring | X | ||||
Goal review | X | ||||
Problem solving | X | ||||
Mediators | |||||
Immersion | X | ||||
Attention | X | X | |||
Knowledge | X | ||||
Self-regulatory skill development | X | ||||
Personal mastery | X | ||||
Self-efficacy | X | ||||
Autonomy | X | ||||
Relatedness | X | ||||
Competence | X | ||||
Internal motivation | X |
Note: SCT = social-cognitive theory (Bandura, 1986); SDT = self-determination theory (Ryan & Deci, 2000); TT = transportation theory (Green & Brock, 2000); ELM = Elaboration Likelihood Model (Petty & Cacioppo, 1986); BIT = behavioral inoculation theory (McGuire, 1961).