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Designing to promote compliance

The role of prompt types in a persuasive virtual reality environment

Bibliographic Data

ID21452873
AuthorsAkon O Ekpezu (0000-0002-9502-1052, University of Oulu), Isaac Wiafe (0000-0003-1149-3309, University of Ghana, corresponding author), Elikem Doe Atsakpo (0000-0002-2283-9275, University of Ghana), Harri Oinas‐Kukkonen (0000-0002-1442-0562, University of Oulu)
Year2026
Volume45
Issue11
Pages2355-2369
Publication date2026-07-03
Open AccessYes
TypeARTICLE
VenueBehaviour and Information Technology (JOURNAL)
Journal identifiersISSN: 0144-929X • E-ISSN: 1362-3001
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0144929x.2025.2580537
OpenAlexW4415728107
LanguageEN
References cited34

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: t(266)=2.14,p=0.03. 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 χ2(2,N=262)=7.90,p=.019, and emotional response to the prompts χ2(2,N=262)=6.65,p=.036. 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

Set (abstract data type) · User interface · Virtual reality · Psychology of Social Influence · Safety Warnings and Signage · Virtual Reality Applications and Impacts

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    Open Access•B J Fogg, BJ Fogg•Proceedings of the 4th…•2009

  • Persuasive software features as antecedents to perceived compliance within physical activity behavior change support systems

    Akon O Ekpezu, Isaac Wiafe et al.•Behaviour and Information…•2025

  • Is voice really persuasive? The influence of modality in virtual assistant interactions and two alternative explanations

    Open Access•Carolin Ischen, Theo Araujo et al.•Internet Research•2022

Highly citedNo

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