Human Communication Research ISSN 0360-3989 ORIGINAL ARTICLE Talking Health With a Machine: How Does Message Interactivity Affect Attitudes and Cognitions? Saraswathi Bellur1 & S. Shyam Sundar2 1 Department of Communication, University of Connecticut, Storrs, CT 06269, USA 2 College of Communications, The Pennsylvania State University, University Park, PA 16802, USA By affording interactive communication and natural, human-like conversations, can media tools affect the way we engage with content in human–machine interactions and influence our attitudes toward that content? A between-subjects experiment (N = 172) examined the effects of two communication variables: (a) message-interactivity and (b) conversational tone, in an online health information (Q&A) tool. Findings suggest that informal conversational tone lowers perceptions of relative susceptibility to health risks. Perceived contingency positively mediates the influence of message interactivity on individuals’ health attitudes and behavioral intentions whereas perceived interactivity negatively mediates the relationships between these variables. These contrasting mediation effects are further explored via a phantom model analysis that tests two theoretically distinct paths, with implications for both theory and practice. Keywords: Interactivity, Contingency, Turn-Taking, E-Health, Online Health, Interactive Health Technologies. doi:10.1111/hcre.12094 A poll by the National Public Radio, the Robert Wood Johnson Foundation, and the Harvard School of Public Health (2012) revealed that a majority of individuals (61%) are dissatisfied with the amount of time that doctors spend talking with their patients. In order to address it, many individuals are turning to online health resources (Fox & Jones, 2009; Rice, 2006), such as interactive quizzes and risk assessment tools. However, very little is known about their impact. This study explores how interactive tools affect users’ understanding of health risk information, attitudes, and behavioral intentions. Corresponding author: Saraswathi Bellur; e-mail: [email protected] This article was accepted for publication under the editorship of Dr. John Courtright. [Correction added on 9/20/2016, after initial online publication: “Acknowledgments section added and typo on page 17 fixed (asystematic to a systematic).”] Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 25 Interactivity as Conversation S. Bellur & S. S. Sundar Knowing how online health tools are designed could help us assess their impact. A common characteristic is their interactive nature, that is, they provide information based on each user’s unique input into the system. Conceptually, this aspect of interactivity is known as the contingency principle: the capacity of a system (or an interaction partner) to maintain highly interdependent message exchanges (Burgoon, Bonito, Bengtsson, Ramirez, et al., 2000; Rafaeli, 1988; Rafaeli & Sudweeks, 1997; Sundar, Kalyanaraman, & Brown, 2003). However, while contingent exchange of information constitutes one facet of interactive media, it does not capture another important aspect—namely, the tone of the communication. As Brennan (1998) pointed out, individuals are preoccupied not only with what they tell each other but also how they say it. If a communication scenario was to involve strictly task-oriented exchanges (e.g., ATM machine dispensing cash), the display of affiliation behaviors, such as a friendly conversational tone, may not be important. However, as studies in patient-physician communication have shown, healthcare interactions are different in nature. They not only feature informational messages but also a good deal of psychosocial discourse (Roter & Hall, 2004) characterized by factors such as empathy, active listening, and humor. Thus, examining the role of conversational tone can help us translate effective strategies from offline patient-physician communication to online user interactions with a system. Therefore, the goals of this study are to understand how (a) the variable of message interactivity, manipulated as the degree of contingency in an interactive health tool, and (b) the conversational tone, manipulated as part of the content emerging from the tool, can influence users’ attitudes, behavioral intentions, and health risk perceptions. Literature review Message interactivity and contingency Historically, one of the defining features of interactivity has been the dependency, or the “contingency” of current messages upon prior messages and past actions. Rafaeli (1988) formally defined interactivity as “an expression of the extent that in a given series of communication exchanges, any third (or later) transmission (or message) is related to the degree to which previous exchanges referred to even earlier transmissions” (p. 111). Since this type of interactivity focuses on the manner in which messages are exchanged, it is labeled “message interactivity” in the literature (Sundar, 2007). In prior work, Rafaeli’s conceptualizations of contingency were explored in group-based computer-mediated communication (CMC) settings such as bulletin boards and chat rooms. More recently, the role of contingency has been extended to examine user-system interaction as it occurs in human–computer interaction (HCI) contexts as well. For instance, Sundar et al. (2003) operationalized message interactivity in the form of structural hyperlinks that allowed information to be accessed via user-determined paths. The study found that the greater the number of layers of hierarchical hyperlinks, the higher the perception of interactivity, which influenced 26 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation the manner in which users processed information on a website. Sundar and Kim (2005) extended this “contingency view” by altering the number of information layers that users had to access in interactive marketing units. The study demonstrated the ability of message interactivity to significantly influence attitudes toward the ad. High-interactive ads (with three or more layers) generated a significantly higher degree of product involvement than ads with low (no layers) or medium (two layers) levels of interactivity. Thorson and Rodgers (2006) investigated the affordance of being able to offer publicly visible feedback to a political candidate’s blog with a hyperlink function. They found that this interactive feature not only made blog readers develop favorable attitudes toward the candidate but also enhanced their voting intentions. Wise, Hamman, and Thorson (2006) found similar results, where higher levels of interactivity enhanced individuals’ intention to participate in an online community. In essence, the contingency aspect of interactivity appears to enhance user involvement with the message, leading to positive attitudes and behavioral intentions—not only toward the messages delivered interactively, but also toward the venue (website or online community) that features interactivity. That is, interactivity in a site can potentially enhance users’ behavioral intentions to return to the site, spend more time in it, recommend it to others, and so on. We extend these effects of contingency-based operationalization of interactivity to the domain of health communication by testing the following hypotheses: H1: Greater levels of message interactivity will lead to more positive attitudes toward the website (H1a) and toward the content (H1b); and more positive behavioral intentions toward the website (H1c) and its content (H1d). The fundamental theoretical requirement for these outcomes is the effective realization of contingency in the minds of the user as they interact with the system. Burgoon, Bonito, Bengtsson, Cederberg et al. (2000) tested the contingency principle by manipulating whether study confederates either ignored remarks that were not associated with the study task (minimally contingent) or took into account even the task-irrelevant comments made by participants. The findings showed that contingent face-to-face interaction promoted a sense of mutuality and connectedness with the communication partner. Sundar, Bellur, Oh, Jia, and Kim (2016) adopted a visual approach of graphically displaying the interaction between the user and the system, labeled interaction history, in order to operationalize contingency on a movie search engine. The results of the study indicated that the presence of interaction history did indeed promote greater perceptions of contingency in users’ minds, which in turn influenced users’ attitudes and engagement toward a website. Therefore, message interactivity, when operationalized via user-system interaction history (a form of contingency), can boost perceptions of contingency. This is possible mainly because of its ability to document unique actions of each user and also showcase these actions as users’ “idiosyncratic path” (Sundar, 2007) to a task goal. Thus, Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 27 Interactivity as Conversation S. Bellur & S. S. Sundar this study seeks to promote the subjective perception of contingency by operationalizing message interactivity in the form of visual display of interaction history. While message interactivity could trigger various perceptions, we focus on one of the chief subjective experiences that prior studies have revealed, notably perceived contingency or the perception of interdependency among messages exchanged: H2: Perceived contingency will positively mediate the effect of message interactivity on participants’ attitudes toward the website (H2a) and its content (H2b); and behavioral intentions toward the website (H2c) and its content (H2d). Apart from broad persuasion outcomes, the study expects message interactivity to promote individuals’ processing of health risk messages (both directly and indirectly via perceived contingency). This is because the information delivered to each individual user would be contingent upon the user’s own inputs into the system and, hence, unique to their individual health status. And, assuming that most study participants would likely fall short on the recommended guidelines for healthy behaviors, we propose: H3: Greater levels of message interactivity will lead to increased risk perceptions as reflected in the extent of perceived susceptibility (H3a) and perceived severity (H3b). H4: Perceived contingency will positively mediate the effect of message interactivity on risk perceptions as reflected in the levels of perceived susceptibility (H4a) and perceived severity (H4b). This mediation is expected to occur because the contingency in message exchanges serves to engage users more closely with the content of the messages. In Sundar’s (2007) interactivity effects model, user engagement is a critical mediator of the effects of interactivity on psychological outcomes. Oh, Bellur, and Sundar (2015) conceptualized user engagement as having two key dimensions: psychological and behavioral. As a psychological state, user engagement is marked by users’ initial assessment of a medium’s interface, followed by subsequent immersion or absorption with the content. This state is characterized by increased attentional focus toward and involvement with the content of the interaction (Webster & Ho, 1997). Studies operationalizing user engagement as the extent of self-reported absorption and immersion in the interaction (Agarwal & Karahanna, 2000) have empirically demonstrated that it mediates the effects of message interactivity (Sundar, Bellur, Oh, Jia, et al., 2016). Engagement, as mental elaboration, is also known to mediate the effect of message interactivity on persuasiveness of health advocacy messages (Oh & Sundar, 2015). Therefore, we propose the following two-step mediation path: H5: Level of perceived contingency (M1) and the degree of user engagement (M2) will positively mediate the effect of message interactivity, on attitudes toward the website (H5a) and toward the content (H5b); on behavioral intentions toward the website (H5c) and its content (H5d). 28 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Role of perceived interactivity Perceptions of contingency hinge on users’ realization of the relatedness of message inputs and outputs. Often, this involves a minimum of three message exchanges to operationalize. However, this technical notion of message interactivity may go unnoticed by users. Typically, users tend to globally assess the broad concept of interactivity based on simple notions of feedback and two-way communication. Scholars have labeled this assessment as “perceived interactivity” (e.g., Wu, 2005) and shown that it often has a more significant influence on final outcomes, when compared to the effect of manipulated or “actual interactivity” based on technical parameters such as provision of contingency (e.g., Kalyanaraman & Sundar, 2006; Tao & Bucy, 2007; Thorson & Rodgers, 2006). Hence, we consider the effects of both manipulated interactivity (namely, message interactivity as hypothesized in H1 and H3), and measured perceived interactivity (as a psychological state) in the same study model, via the next set of hypotheses: H6: Perceived interactivity is likely to positively mediate the effect of manipulated message interactivity on attitudes toward the website (H6a) and toward the content (H6b); on behavioral intentions toward the website (H6c) and its content (H6d); on perceived susceptibility (H6e) and perceived severity (H6f). Role of perceived relevance The perception of interactive exchange suggests to the user that the system is responding to them as an individual, that is, tailoring the message to them, rather than engaging in mass communication. Studies in health communication have long shown that individuals consider tailored material as being more relevant than “generic” or nontailored material (Kreuter, Strecher, & Glassman, 1999; Kreuter & Wray, 2003). Tailoring makes messages more personally salient for the individual and enhances their elaboration on the topic (Brinol & Petty, 2006; Petty & Cacioppo, 1986). This has been well documented with both print-based and web-based tailoring interventions such as the Comprehensive Health Enhancement Support Systems (Hawkins et al., 1997; Kroeze, Werkman, & Brug, 2006; Noar, Benac, & Harris, 2007). However, message tailoring in such interventions is based on a user profile (often drawn from demographics and prior online behaviors). Unlike tailoring, which is user-centered, message interactivity is an attribute of the medium (display of interaction history) and also the message (i.e., references to prior responses in Q&A content). Therefore, the interaction has the quality of an interpersonal, rather than mass, communication, where the system is being responsive to users at the level of individual messages instead of the user as a whole. Oh and Sundar (2015) recently demonstrated that a website featuring high levels of message interactivity was more likely to lead to mental elaboration of related thoughts that are personally relevant. Considering that cognitive elaboration strategies, such as question-asking, content of questions asked, and their format (closedor open-ended), form an important part of patient–physician interaction (Davis, Koutantji, & Vincent, 2008; Oermann & Pasma, 2001; Roter & Hall, 2004), message Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 29 Interactivity as Conversation S. Bellur & S. S. Sundar interactivity can aid such strategies by enhancing user perceptions of personal relevance of health content. Therefore, we propose the following hypotheses: H7: Message interactivity will be positively related to perceived relevance. H8: Perceived relevance is likely to positively mediate the relationship between message interactivity and cognitive outcomes. Role of power usage Although interactivity affordances can lead to various outcomes on their own, there is growing recognition that user characteristics can also moderate the outcomes of interactivity. One such variable is power usage, which has been studied as the extent to which users report confidence and competence in interacting with and learning new technologies (Sundar & Marathe, 2010). Studies have shown that power users report greater engagement with some types of interactive features (e.g., mouseover) over others (e.g., 3D carousel). This appears to influence how they evaluate likeability and credibility of content (Sundar, Bellur, Oh, Xu, & Jia, 2014). Power users also report feeling more “in control” when they are able to customize their media to provide personally relevant content (Sundar & Marathe, 2010). Thus, the degree to which users feel skillful during their interactions with media technologies has implications for various cognitive, attitudinal, and behavioral outcomes. Recent scholarship has accounted for such individual differences by measuring Internet Self-Efficacy (Bucy & Tao, 2007) or eHealth literacy (Norman & Skinner, 2006). Further, the effect of self-efficacy, in general, has been studied widely in the domains of communication, psychology, and health (Bandura, 2004). We would expect that efficacy with technology would also have a role in communication outcomes. With this in mind, we explore the moderating role of power usage by posing the following research question: RQ1: Will the degree of power usage moderate the effects of message interactivity on participants’ attitudes, behavioral intentions, and risk perceptions? Conversational tone Although message interactivity shows considerable promise in imitating the back-and-forth that takes place between a doctor and a patient, it cannot, by itself, approximate the social exchange that occurs naturally in a human–human interaction at the doctor’s office. For that, we will need a system that incorporates turn-taking cues and back-channel behaviors (Yngve, 1970), which can imbue an informal conversational tone to the interaction. Bickmore and Cassell (2005) distinguished between two types of information: One is “propositional information” (p. 27) that referred to the actual content of the conversation. The second type, called “interactional information,” consisted of turn-taking cues that can help monitor the conversation. Interactional information comprise both nonverbal cues, such as head nods, as well as verbal cues in the form of regulatory speech patterns, for example, “huh?,” “mm hmm,” “do go on,” and other similar paraverbals (Cassell et al., 1999, p. 522). 30 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Studies have shown that such short utterances and “small talk” meet socialoriented goals of the interaction, a dimension of great importance in patient– physician interactions (Fitzgerald & Leudar, 2010; Roter & Hall, 2004; Roter & Larson, 2002). Studies of psychotherapy (Fitzgerald & Leudar, 2010) have also adopted these verbal turn-taking cues in the form of acknowledgement tokens or “continuers.” These seemingly “empty vocalizations” (p. 3188) demonstrate active listening and sustain provider-patient interaction. Hence, apart from the main function of building rapport and trust, verbal turn-taking behaviors signify an informal conversational tone. An informal tone promotes a sense of friendliness and camaraderie, which we explore in the form of “perceived warmth” in the interaction. H9: Presence of an informal conversational tone will lead to a perception of increased warmth toward the user-system interaction. H10: Presence of an informal conversational tone will lead to more positive attitudes toward the website (H10a) and its content (H10b), as well as more positive behavioral intentions toward the website (H10c) and its content (H10d). The underlying principle governing the effect of verbal turn-taking cues could be attributed to the communication system taking on the role of an encouraging coach or a collaborator (Hawkins et al., 1997; Walther, Pingree, Hawkins, & Buller, 2005). For example, Bickmore, Caruso, and Clough-Gorr (2005) found that users looked up more health information, and expressed greater overall satisfaction, liking, and trust toward an online health coach. We explore whether an interactive health assessment tool can afford a similar virtual coaching function and affect risk perceptions via informal user-system exchanges. Again, as in H3 and H4, we make the assumption that study participants will fall short on recommended guidelines and therefore receive messages from the interactive system that are designed to heighten their risk perceptions. RQ2: Will the presence of an informal conversational tone lead to greater risk perceptions as seen in the level of perceived susceptibility and perceived severity? Because users’ level of power usage could influence the extent to which they are responsive to interactional conversations with computer systems, we ask: RQ3: Will the degree of power usage moderate the effects of conversational tone on participants’ attitudes, behavioral intentions, and risk perceptions? In sum, the study tests the effects of two independent variables—levels of message interactivity and the type of conversational tone—on participants’ cognitive, attitudinal, behavioral intention, and risk perception outcomes in a tool designed to provide users with health risk information. Method In order to explore the research questions and test the hypotheses stated above, a 3 (Level of Interactivity: low, medium, high) × 2 (Conversational Tone: presence or Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 31 Interactivity as Conversation S. Bellur & S. S. Sundar absence of verbal turn-taking cues) between-subjects factorial experiment was conducted with six versions of a health risk assessment website designed especially for this study. Because the purpose of the study was to adopt a “Question and Answer” (Q&A) interaction format that is found in several existing interactive health assessment tools on the Internet, the website was created to look like an instant messaging (IM) interface. A set of health topics about diet, exercise, drug, alcohol, HIV- and AIDS-related risk factors were included in the Health Q&A interaction based on a pretest among college-aged adults (N = 54), representative of the larger sample in the main study. Health information from several online health resources and the local student health center were modified and adapted to suit the needs and design requirements of the main study. There were a total of 25 questions in the Q&A. The Institutional Review Board for protection of human subjects at the second author’s university approved the study design and procedure. Participants The study sample consisted of 172 undergraduate students (142 females and 30 males) recruited from several communications classes at a large public university in the United States. The average age of the sample was 20.5 years (SD = 1.19, N = 149, 23 missing data). A majority of the participants reported being Caucasian or White (70.93%). The remainder of the sample consisted of 6.4% African Americans, 4.65% Hispanic, and 16.3% Asians. About 1.7% reported belonging to other ethnic categories. Message interactivity The first independent variable examined in the study is the level of message interactivity, operationalized on the basis of three levels of contingency: two-way, reactive, and interactive (Rafaeli, 1988). In the low-interactivity (two-way) condition (Figure 1), participants engaged in a simple back-and-forth exchange. This involved the system asking questions, participants picking an answer option, and then the system providing a tailored response based on the answer option selected by the participant. These tailored responses took the form of brief recommendation messages that gave basic information on safety and preventive health behaviors. The website in the low-interactivity condition did not display any signs or visual cues of the ongoing interaction between the system and the user. In the medium-interactivity (reactive) condition, participants took part in the same Q&A task but after each question, whenever participants chose a response option (e.g., if they chose “Sometimes” for the question on how often they eat out in restaurants), the site would take this response option into account. Further, it would also display this information visually in a box that said “Your response: Sometimes.” This simple textual cue serves two functions: (a) it conveys to the user that the system’s health messages and recommendations are contingent upon the particular answer chosen by the user; (b) it acts as evidence of interaction. 32 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Figure 1 Question and answer interaction in the low (left), medium (center), and high (right) interactivity conditions. In the high-interactivity condition, two additional features were designed to convey a higher degree of contingency. First, the system displayed the entire Q&A interaction history. Second, the site factored in participants’ responses to previous questions; for example, “Previously, you mentioned … ” or “Earlier, you reported … ” and so on. Conversational tone The second independent variable examined in this study is the conversational tone, operationalized as the presence or absence of verbal turn-taking cues. The presence condition involved several short sentences conveyed by the system (inserted between questions), such as “Let’s move on to the next question”; “OK, let’s talk about exercise”; “All right, let’s look at the next question now”; and so on. The sentences were brief, and they did not add any extra information about the health content contained in the Q&A. Moderator, mediator, and covariates The study design examined the role of power usage as a moderator. The scale for measuring power usage contained 12 items adapted from Sundar and Marathe (2010) and Sundar, Xu, Bellur, Oh, and Jia (2011). Four variables—perceived contingency (Sundar, Bellur, Oh, Jia, et al., 2016), perceived interactivity (Liu, 2003; McMillan & Hwang, 2002), perceived warmth (Kim & Sundar, 2012; Powers & Kiesler, 2006), and perceived relevance (Thorson & Zhao, 1997; Wells, 1989)—were hypothesized as the mediating variables in this study. Prior to participants’ exposure to the study stimulus, a pretest questionnaire gathered information on demographic variables and power usage. The pretest also gathered data on participants’ social extraversion (Bendig, 1962), general health beliefs (Ajzen & Timko, 1986; Becker, 1974), and preference Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 33 Interactivity as Conversation S. Bellur & S. S. Sundar for online social interaction (POSI; Caplan, 2003). These helped to control for innate personality factors, prior health attitudes and tendency to choose online interactions over nonmediated exchanges, respectively. Dependent variables Cognitive responses Participants were instructed to create a list of questions that they would like to ask their doctors (Davis et al., 2008; Oermann & Pasma, 2001). Open-ended responses to this task were used as a measure of participants’ cognitive response. These responses were counted for the number of health related issues that participants mentioned and were categorized into thoughts or questions related to four topics: diet, exercise, HIV, and other sexually transmitted infections. Other health issues that were not discussed as part of health Q & A interaction in the site were also coded.1 Responses from all the four coding categories of cognitive responses were summed. The measure had a mean of M = 1.62 and SD = 0.99. Website attitudes This included two factors, the extent to which participants thought the website was appealing and exciting. Content attitudes Attitude toward the health Q&A content was measured with three factors—content quality, content enjoyment, and information value. Both sets of attitudinal measures were adapted from Sundar (2000) and Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al. (2016). Behavioral intentions Participant’s intention to perform preventive health behaviors were measured with two scales of future health behavior (FHB-1: safer sex and alcohol consumption and FHB-2: diet and exercise) adapted from Armitage and Conner (1999); Rimal and Real (2003). Apart from likelihood measures, the extent to which participants would want to know more about the health topics discussed in the Q&A, and the extent to which they would discuss these health issues with their friends was measured as a way to capture potential health information exchange (HIE) behaviors. There were seven items (adapted from Rimal & Real, 2003) that comprised two factors. The first factor (HIE-F1) pertained to diet and exercise. The second factor (HIE-F2) contained items on the topic of safer sex and sexually transmitted infections. Additionally, behavioral intentions in the form of return and repeat visits and sharing of the website with others were measured with a scale of Website behavior intention (Web BI) adapted from Hu and Sundar (2010). Risk perception The following item measured susceptibility likelihood, labeled percentage susceptibility: “Out of 100%, what do you think are your chances of being diagnosed with 34 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation the following health conditions (obesity, diabetes, HIV, etc)?” (Lerman et al., 1995). Further, participants’ perception of relative susceptibility (health risks compared to similar others) and perceived severity of the health risks was also gathered as part of the overall risk perception measures (Rimal & Real, 2003). User engagement The variable of user-engagement comprised three factors: fun and enjoyment, immersion, and amount of control (Agarwal & Karahanna, 2000). An appendix including a list of sample measures used in the study, along with reliability estimates of the scales, can be found next to the electronic version of this article. Procedure The study was conducted in a laboratory setting. After participants arrived at the lab and completed the informed consent procedure, they completed an online pretest questionnaire. They were then instructed to browse the website containing the health message Q&A interaction, which took approximately 15 to 20 minutes. After this interaction, participants completed a posttest questionnaire online. All participants were thanked and compensated (with course credit) for their participation. Results General linear model (GLM) analyses were conducted with the two manipulated independent variables—(a) level of interactivity (low, medium, high) and (b) conversational tone (presence or absence of verbal turn-taking cues)—and level of power usage (a continuous, measured variable) as predictors. Three covariates—POSI, level of extraversion, and general health beliefs—were also included in the analysis model. Message interactivity manipulation check A scale of eight items (alpha = .79) was used to check if the display of interaction history manipulation was psychologically apparent. Items included statements such as, “The site remembered my actions,” “The actions I performed were clearly evident on the site,” and “The site was transparent in showing the actions I performed.” A general linear model revealed a significant main effect for the level of message interactivity F(2, 169) = 12.44, p < .01, ηp 2 = .13. The high-interactivity (M = 8.15, SE = 0.14) condition evoked a greater perception of the participants’ actions and interaction history being displayed by the system, when compared to the low- (M = 7.28, SE = 0.14) and the medium- (M = 7.29, SE = 0.14) interactivity conditions. The Tukey HSD post hoc test showed that the high-interactivity condition differed significantly from both the medium and the low conditions, but the latter two were not significantly different from each other. Conversational tone manipulation check A single-item, 9-point semantic differential scale, with formal–informal as the anchors, was used to assess participants’ perceived interaction with the site. There Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 35 Interactivity as Conversation S. Bellur & S. S. Sundar was a significant one-tailed t-test t (170) = 1.86, p < .05, d = .29 showing that participants perceived the interaction with the site to be more informal when verbal turn-taking cues were was present (M = 6.03, SE = 0.24), compared to the absence of turn-taking cues in the user system interaction (M = 5.41, SE = 0.24). Main effects Message interactivity manipulation had a significant main effect on perceived contingency, F(2, 165) = 6.55, p < .05, ηp 2 = .07, and perceived interactivity, F(2, 165) = 4.51, p < .05, ηp 2 = .05. Analysis of covariance revealed that participants in the high condition (M = 7.49A , SE = 0.22) perceived the site to be the most contingent, when compared to either medium (M = 6.50B , SE = 0.21) or low (M = 6.55B , SE = 0.21). Participants considered the low condition (M = 6.20A , SE = 0.18) to be the most interactive, compared to the medium (M = 5.59B , SE = 0.18) or high conditions (M = 5.49B , SE = 0.18). There were no significant main effects for either of the two independent variables on any of the outcome variables, with one exception: A significant main effect was found, but only for the conversational tone variable, on relative susceptibility to three health issues: obesity, diabetes, and heart disease, t (1, 170) = 2.19, p < .05, d = .34. Those who received verbal turn-taking cues (M = 3.40, SE = 0.24) reported feeling significantly less susceptible than those who did not receive these cues (M = 4.14, SE = 0.24). Therefore, most of the main-effect hypotheses—H1 (a–d), H3 (a and b), H7, H9, and H10 (a–d)—were unsupported, but their indirect effects were significant, as described below. Mediation effects To test the five mediation hypotheses (H2, H4, H5, H6, and H8), we used the bootstrapping approach with indicator coding (Hayes & Preacher, 2014; Preacher & Hayes, 2004). The low-interactivity condition was considered the baseline from which two sets of comparisons were made: (a) high-to-low interactivity and (b) medium-to-low interactivity. In each instance, the low-interactivity condition was coded as 0, and the medium and high interactivity conditions were coded as 1. While running the mediation analysis, for the high-to-low comparison, medium condition was excluded. Similarly, while running the medium-to-low comparison, the high condition was excluded from the analysis. The SPSS macro used to run this procedure (PROCESS Model 4) employed 5,000 bootstrap samples and a 95% bootstrap percentile confidence interval (Hayes, 2013). As hypothesized in H2 (a–d) and H4 (a and b), perceived contingency did significantly mediate the relationship between levels of message-interactivity and proposed outcomes, but only for the high-to-low interactivity comparison (Table 1). Further, hypothesis H5 (a–d) was tested via PROCESS macro (Model 6) with 5,000 resamples. This analysis provided support to the two-step mediation of the message interactivity path (IV) via perceived contingency (M1) and user engagement (M2), as delineated in the interactivity effects model (Sundar, 2007). These findings were significant only for the high-to-low interactivity comparison (Table 1). 36 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Table 1 Indirect Effects via Perceived Contingency and User Engagement Indirect Effect 95% Confidence Intervals Indirect Effects via Perceived Contingency Website appealing Website exciting Content quality Content enjoyment Information value Future health behavior (FHB F2) Perceived severity Two-Step Mediation via Perceived Contingency and User Engagement Website appealing Website exciting Content quality Content enjoyment Information value Web BI Future health behavior (FHB F1) Health info exchange (HIE F1) Health info exchange (HIE F2) Indirect Effect Bootstrap Estimate LLCI ULCI .35 (.13) .27 (.07) .21 (.11) .19 (.06) .22 (.08) .27 (.10) .15 (.10) .109 .051 .079 .041 .071 .079 .043 .670 .623 .387 .446 .446 .682 .319 Indirect Effect 95% Confidence Intervals Indirect Effect Bootstrap Estimate (M1 and M2) LLCI ULCI .12 (.05) .25 (.07) .04 (.02) .18 (.06) .05 (.02) .29 (.06) .08 (.02) .11 (.03) .17 (.04) .037 .076 .008 .054 .007 .091 .013 .034 .053 .290 .538 .121 .413 .168 .636 .240 .283 .421 Note: FHB F2 = future health behavior (factor 2: diet and exercise). Web BI = behavioral intentions toward the website. HIE F1 = health information exchange (factor 1: diet and exercise); HIE F2 = health information exchange (factor 2: safer sex and STIs). Low interactivity condition was coded as 0, medium was excluded, and high was coded as 1. Mediation effects were significant at p < .05 for high-to-low interactivity comparison. Standardized estimates (beta) are included in parentheses. Indirect effect confidence intervals apply to unstandardized estimates. LLCI & ULCI = lower level and upper level confidence intervals, respectively. With perceived interactivity as the mediator (H6a to H6f), there were significant indirect effects for both comparisons (Table 2), but in the negative direction. The lesser the visual display of user-system interaction (i.e., low message interactivity condition), the greater the perceptions of interactivity, which in turn, led to more positive outcomes. Neither H7 (linear effect of message interactivity on perceived relevance) nor H8 (indirect effect via perceived relevance) was supported. Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 37 Interactivity as Conversation S. Bellur & S. S. Sundar Table 2 Indirect Effects via Perceived Interactivity Medium-to-Low Interactivity Comparison Website appealing Website exciting Content quality Content enjoyment Information value Web BI Future health behavior (FHB F2) Perceived severity High-to-Low Interactivity Comparison Website exciting Website appealing Content quality Content enjoyment Information value Web BI Future health behavior (FHB F2) Perceived severity Indirect Effect Bootstrap Estimate −.37 (−.14) −.33 (−.09) −.11 (−.06) −.28 (−.09) −.17 (−.06) −.46 (−.09) −.10 (−.04) −.09 (−.06) Indirect Effect 95% Confidence Intervals LLCI ULCI −.681 −.671 −.234 −.591 −.368 −.953 −.359 −.209 −.087 −.103 −.023 −.065 −.029 −.130 −.001 −.017 Indirect Effect 95% Confidence Intervals Indirect Effect Bootstrap Estimate LLCI ULCI −.39 (−.15) −.32 (−.09) −.14 (−.07) −.32 (−.10) −.19 (−.07) −.45 (−.09) −.16 (−.06) −.11 (−.07) −.667 −.644 −.310 −.645 −.444 −.891 −.449 −.232 −.115 −.098 −.040 −.090 −.041 −.142 −.033 −.036 Note: FHB F2 = future health behavior (factor 2: diet and exercise). Mediation effects were significant at p < .05 for both medium-to-low and high-to-low interactivity comparisons. Low interactivity condition was coded as 0, while the medium and high interactivity conditions were coded as 1 in the respective analyses. Standardized estimates (beta) are included in parentheses. Indirect effect confidence intervals apply to unstandardized estimates. Role of power usage Two research questions in the study explored whether the degree of power usage is likely to moderate the effects of message interactivity (RQ1) and conversational tone (RQ3). An interaction effect F(1, 157) = 5.82, p < .05, ηp 2 = .04 between power usage and conversational tone (RQ3) was found on future health behaviors (FHB-F1), pertaining to safer sex and alcohol consumption. Participants scoring higher on the power usage scale showed more positive behavioral intentions in the absence of verbal turn-taking cues. But, in the presence of those cues, power usage did not significantly predict the likelihood of performing healthy behaviors. Power usage did not moderate the effects of message interactivity on outcomes proposed in RQ1. 38 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Figure 2 Phantom model testing mediation effects via two theoretical paths. Phantom model analysis to simultaneously calculate multiple indirect effects The mediating mechanisms via perceived contingency and perceived interactivity seemed to follow an intriguing pattern, with the former leading to positive indirect effects and the latter resulting in negative indirect effects. Hypotheses H2 (a to d), H4 (a and b), and H6 (a to f) tested these mediating mechanisms one at a time. Phantom model analysis (Macho & Ledermann, 2011; Rindskopf, 1984) using AMOS software was employed to test how these two mediation paths (Figure 2) would act together (5,000 resamples and 95% bias-corrected confidence interval).2 The phantom model analysis (Table 3) clarifies the differences between the two mediating paths, with four mediators operating in tandem. The path consisting of perceived contingency and user engagement as mediators (Path 1) supports the theoretical mechanism proposed in the interactivity effects model. Here, the high-interactivity condition (with its greater display of structural contingency) resulted in significant indirect effects on both website-related attitudes and one content attitude factor (i.e., content enjoyment). This shows not only that participants were sensitive and responsive to the contingency manipulation but it also encouraged user engagement with the website. In Path 2, comprising perceived interactivity and perceived relevance as mediators, both high- and medium-interactivity conditions are perceived as being less interactive (than the low-interactivity condition). This, in turn, has a negative impact on perceived relevance and subsequent outcomes (e.g., health information exchange). Both paths had a significant impact on behavioral intentions toward the website. The phantom model analysis clarified the pattern of contrasting indirect effects in two ways: (a) the model suggested that it is pivotal for subjective perceptions of contingency (followed by user engagement) to intervene, if the effects of high message interactivity are to be discerned. This finding becomes even more relevant, given the absence of any main effects of message interactivity. Further, (b) the phantom Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 39 Interactivity as Conversation S. Bellur & S. S. Sundar Table 3 Summary of Significant Indirect Effects from the Phantom Model Analysis Confidence Intervalb Mediation Path Path 1: High-to-low message interactivity Message interactivity → perceived contingency → user engagement → website appealing Message interactivity → perceived contingency → user engagement → website exciting Message interactivity → perceived contingency → user engagement → content enjoyment Message interactivity → perceived contingency → user engagement → Web BI Message interactivity → perceived contingency → user engagement → HIE F2 Path 2: High-to-low message interactivity Message interactivity → perceived interactivity → perceived relevance → content enjoyment Message interactivity → perceived interactivity → perceived relevance → information value Message interactivity → perceived interactivity → perceived relevance → FHB F1 Message interactivity → perceived interactivity → perceived relevance → HIE F1 Message interactivity → perceived interactivity → perceived relevance → HIE F2 Message interactivity → perceived interactivity → perceived relevance → Web BI Message interactivity → perceived interactivity → perceived relevance → cognitive responses Path 2: Medium-to-low message interactivity Message interactivity → perceived interactivity → perceived relevance → website appealing Message interactivity → perceived interactivity → perceived relevance → content enjoyment Message interactivity → perceived interactivity → perceived relevance → HIE F1 Message interactivity → perceived interactivity → perceived relevance → HIE F2 Message interactivity → perceived interactivity → perceived relevance → cognitive responses Ba SE LLCI CI ULCI CI .06 (.03) .002 .012 .176 .17 (.05) .002 .032 .434 .08 (.03) .002 .018 .220 .17 (.04) .003 .034 .426 .05 (.01) .004 .003 .192 −.11 (−.03) .002 −.260 −.031 −.10 (−.04) .002 −.249 −.028 −.13 (−.04) .003 −.335 −.034 −.15 (−.04) .003 −.384 −.038 −.19 (−.04) .004 −.446 −.057 −.09 (−.02) .003 −.265 −.024 −.04 (−.02) .002 −.131 −.008 −.03 (−.01) .001 −.126 −.002 −.05 (−.02) .002 −.165 −.008 −.08 (−.02) .004 −.270 −.014 −.11 (−.02) .004 −.279 −.024 −.03 (−.02) .002 −.113 −.005 Notes: FHB F1 = future health behavior (factor 1: safer sex and alcohol); HIE F1 = health information exchange (factor 1: diet and exercise); HIE F2 = health information exchange (factor 2: safer sex and STIs); Web BI = website behavioral intentions. a Unstandardized path coefficient, followed by beta in the parentheses significant at p < .05. b Bias-corrected and accelerated 95% confidence interval apply to unstandardized estimates. 40 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation model also showed that regardless of the ontological manipulation of the interactivity variable, if perceived interactivity is low, it can adversely impact perceived relevance of the content conveyed in the interaction. This can further diminish other outcome variables (e.g., attitudes, behavioral intentions). Conversely, if perceived interactivity is high, it can lead to favorable outcomes overall. The phantom model analysis showed that with the high-to-low message interactivity comparison, perceived contingency-led mediation effects (Path 1) are positive, suggesting that users preferred very high levels of contingency displayed on the website, as opposed to none. In contrast, perceived interactivity-led mediation (Path 2) was negative. Post hoc examinations did not lend support to the possibility that perceived contingency could be suppressing the effect of the manipulation on perceived interactivity, although perceived contingency and perceived interactivity were positively correlated (r = .31, p < .001).3 Even in the absence of perceived contingency in the model, the effect on perceived interactivity was negative and significant. With the medium-to-low message interactivity comparison, there were no significant indirect effects for Path 1. Both sets of high-to-low and medium-to-low interactivity comparisons in Path 2 led to negative indirect effects that demonstrate a clear preference for the low-interactivity condition. These findings point toward important conceptual differences between the two variables (i.e., contingency and interactivity), which have hitherto been examined as identical concepts. What our data suggest is that, based on how these two concepts are operationalized and measured, they can result in divergent subjective perceptions. Hence, parsing them out in order to obtain a more nuanced understanding of the larger construct of interactivity becomes imperative. In the discussion section, we elaborate on the implications of this finding. Summary of results Manipulation of message interactivity had a significant effect on perceived contingency, one of the chief mediators in the study. As expected, we found that high-interactivity condition led to greater perceptions of contingency. In contrast, the same message interactivity manipulation resulted in the low-interactivity condition being perceived as highly interactive. Further, tests of mediation showed that perceived contingency turned out to be a significant mediator of message interactivity effects on website and content attitudes, users’ behavioral intentions, and risk perception. In contrast, the variable of perceived interactivity also showed significant indirect effects but in a direction opposite to that of perceived contingency. Path 1 in the phantom model supported the message interactivity path as proposed in the interactivity effects model. Path 2 revealed the conjoint mediating effects of perceived interactivity and perceived relevance on cognitive responses and health related outcomes. Finally, the presence of verbal turn-taking cues significantly reduced participants’ relative susceptibility to health issues such as diabetes, obesity, and heart disease. Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 41 Interactivity as Conversation S. Bellur & S. S. Sundar Discussion While the rapid proliferation of interactive health tools and apps in the marketplace appears to be driven by a conviction that interactivity is desirable for promoting user engagement with health, our study has attempted to empirically assess the effects of message interactivity in a theoretically grounded fashion. One of the key contributions of the study lies in demonstrating that a systematic manipulation of message interactivity (as a structural affordance of the health Q&A tool) not only has a significant influence on overall user perceptions and evaluations of the interactive system, but it can also alter users’ perceptions about the content that is being conveyed via that system. Empirical importance of contingency Among researchers who study face-to-face communication, interactivity is often considered a “native state” (Walther, Gay, & Hancock, 2005, p. 640). The challenge lies in effectively recreating such a state in human-computer interactions. Our study offered a technique to accomplish this by conceptualizing (and operationalizing) message interactivity not only as a structural property of the medium, but also as a part of the user-system interaction. A disproportionate number of studies on the interactivity variable has examined the effects of modality-related features (i.e., addition of multimedia). Even though previous research has examined the concept of contingency (Burgoon, Bonito, Bengtsson, Ramirez, et al., 2000; Sundar et al., 2003; Wise et al., 2006), empirical data shedding light on the underlying theoretical link was still lacking (Walther, Gay, et al., 2005). Our study has addressed this gap by not only operationalizing the contingency principle at the level of the interface (visual display of interaction history), but also embedding contingency as part of the user-system interaction. Recent empirical evidence (Sundar, Bellur, Oh, Jia, et al., 2016) has demonstrated the validity of operationalizing the contingency variable via cumulative display of interaction history. The current study extends this operationalization by displaying contingency to users not just at the visual or structural level, but also at the level of interaction content. Simple semantic cues such as “Previously, you mentioned … ” or “Earlier, you reported … ” are sufficient to imbue a sense of back and forth in the minds of the users, which in turn promotes greater user engagement with the system. Our data show that displaying only a small amount of contingency (e.g., medium condition) without fully delivering on it is as good as not having any contingency at all. On the contrary, affording a high degree of contingency (complete interaction history, plus references to prior messages) is bound to positively impact user engagement, and subsequent outcomes. In sum, our study demonstrates that we need to comprehensively account for different dimensions of the message-interactivity (i.e., contingency) variable: (a) at a structural (ontological) level; (b) at the level of interaction content; and (c) as a subjective psychological state. Doing so helps us investigate the effects of message-interactivity by grounding it in the core concept of contingency rather 42 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation than in a blanket fashion that is based on overall user perceptions of interactivity, as discussed below. Interactivity versus perceived interactivity Although we successfully operationalized message interactivity via the contingency principle, an important empirical question is whether it translates into higher perceptions of interactivity in the minds of the users. Based on the manipulation of the threaded back-and-forth interaction, those in the high-interactivity condition perceived the site to be the most contingent. However, contrary to expectations, they rated the low-interactivity condition as the most interactive, with no significant differences between the medium and the high conditions. In terms of design considerations, it is likely that the lesser visual display of the interaction (i.e., less “clutter”) in the low-interactivity condition may have led users to form richer perceptions of interactivity. As Walther (1992) noted, even very lean forms of CMC are often powerful enough to evoke rich perceptions of communication. With its instant message or texting-like interface, the simple Q&A interaction in the low-interactivity condition possibly appealed to the avid smartphone users who comprised the study sample. Based on this, one could argue that perceptions of interactivity rest mainly on the imagination of the user. However, theorizing solely on such subjective perceptions of interactivity can be misleading, and, further still, unhelpful in aiding design and product development goals. For interactivity researchers, this counterintuitive finding calls into question the wisdom of using “perceived interactivity” as a proxy for actual interactivity, and indeed emphasizes the need to distinguish between the effects of actual interactivity from those that are due to subjective perceptions of interactivity. Further, our phantom model analysis illustrates how the specific indirect paths led by these two mediators significantly differed from each other even though they are intended to be indicators of the same concept, that is, message interactivity. In sum, these findings advance our understanding of the interactivity variable. Based on how the variable is operationalized and measured, the specific effects of interactivity can vary vastly from a more global understanding of the term in users’ minds (Sundar, Bellur, Oh, Jia, et al., 2016). Implications for health communication The role of perceived relevance has been central in understanding the effects of message tailoring on health communication outcomes (Brinol & Petty, 2006). Our study offers another unique approach toward enhancing personal relevance in online health tools by means of enhancing perceived interactivity. Our findings show that if the online user-to-system interaction is perceived as being interactive, it not only contributes to greater perceived relevance but also encourages cognitive responses. This finding could extend the models of persuasion that adopt the tailoring approach (Kreuter et al., 1999) specifically by adding the variable of perceived interactivity to create effective web-based interventions. This interpretation requires a caveat: Researchers and designers may build a highly interactive website. However, if users Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 43 Interactivity as Conversation S. Bellur & S. S. Sundar do not deem it interactive, the effects could boomerang. This reiterates the need to separate the effects of actual versus perceived interactivity, as discussed above. Further, the interaction effect with the conversational tone manipulation indicates that informal conversational tone aids those who are less proficient with technology use. Power users preferred not to have any turn-taking cues. However, those who scored low on the power usage scale seemed to benefit from the presence of verbal turn-taking cues. Perhaps turn-taking cues coming from a system serve to challenge perceptions of control that is important for high-power users (Sundar & Marathe, 2010). Regardless of power usage differences, the presence of turn-taking cues seemed to significantly reduce perceptions of relative susceptibility. Thus, the presence of even minimal turn-taking cues serves an important “hand-holding function.” This finding offers practical implications for the design of online health tools, in the form of attentive and empathetic virtual coaches, with risk reduction goals. Limitations Given the student sample, this study covered a relatively narrow range of health topics (diet, exercise, alcohol consumption, drugs), but preventive health behaviors extend to many other chronic health conditions (e.g., diabetes, cancer, heart diseases), which may benefit from interactive health tools. Furthermore, our data showed that general health beliefs in our sample was very positive (M = 7.83 on a 9-point scale and SD = 0.75), leading to a lower number of risk messages by the system, thus diminishing the variance on measures related to risk perceptions. Studying a more diverse sample, and focusing on health behavior outcomes (instead of perceptions alone), could show more variability on risk perceptions. Future research could also explore the impact of voice modality (in the Q&A tool) on the conversational tone variable. Conclusion A key contribution of the study lies in operationalizing the concept of message interactivity in terms of contingency at both structural and content levels of a health risk assessment tool. We discovered that perceptions of contingency, not perceived interactivity, were predictive of user engagement with the health tool, thereby emphasizing the need for theory-driven design of interactivity. Message interactivity not only impacted users’ attitudes, engagement, and behavioral intentions toward the tool but it also shaped users’ responses toward the health content delivered by the tool. Even though health information was kept constant across all the six experimental conditions, the data showed that subtle changes in the design of message interactivity affordances can serve a persuasion function. This ability to draw users into preventive health—even as they casually interact with a health assessment tool—is what makes the use of interactive health tools a promising strategy for pursuing preventive clinical and behavior-change interventions. More generally, message interactivity, when operationalized in terms of 44 Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation contingency, can be a powerful communication tool in its own right, aiding strategic communications in a number of content domains. Acknowledgments This research is supported by the U.S. National Science Foundation (NSF) via Standard Grant No. IIS-0916944; the Korea Science and Engineering Foundation under the WCU (World Class University) program funded through the Ministry of Education, Science and Technology, S. Korea (Grant No. R31-2008-000-10062-0); and the Ministry of Education, Korea, under the Brain Korea 21 Plus Project (Grant No. 10Z20130000013). Notes 1 In order to establish intercoder reliability, a random number table was used to select a set of 15 responses, which was coded by two coders, independently. Reliability formula by Cohen’s Kappa (1960) method revealed an intercoder reliability of .91. 2 The purpose of the phantom model analysis is to investigate two or more pathways simultaneously by isolating their relative individual contributions, rather than test the fit of the whole model (Card & Little, 2007). 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Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association 49 50 Anchors 9-point strongly disagree to strongly agree 9-point describes poorly to describes very well 9-point semantic differential 9-point describes poorly to describes very well Open-ended 9-point describes poorly to describes very well 9-point describes poorly to describes very well 9-point strongly describes poorly to describes very well 9-point strongly describes poorly to describes very well Variable 1. Mediator: Perceived contingency (4 items) 2. Mediator: Perceived interactivity(4 items) 3. Mediator: Perceived warmth (4 items) 4. Mediator: Perceived relevance (6 items) 5. Dependent measure: Cognitive responses 6. Dependent measure: Website appealing (7 items) 7. Dependent measure: Website exciting (6 items) 8. Dependent measure: Content Quality (3 items) 9. Dependent measure: Content enjoyment (4 items) Sundar (2000), Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al., (2016) Sundar (2000), Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al., (2016) Sundar (2000); Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al., (2016) Sundar (2000), Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al., (2016) Davis et al. (2008), Oermann and Pasma (2001) Thorson and Zhao (1997), Wells (1989) Kim and Sundar (2012), Powers and Kiesler (2006) Liu (2003), McMillan and Hwang (2002) Sundar, Bellur, Oh, Jia, et al. (2016) Sources Table A1 List of Measures Along with Respective Reliability Estimates Appendix Boring (reversed), enjoyable, lively, and interesting Believable, accurate, precise Fun, interesting, imaginative, and so on “The website took into account my previous interactions with it”/“The website’s responses were related to my earlier input” “The site enabled simultaneous communication”/“The site was effective in gathering my feedback” “Unfriendly–friendly,”/“Cold– warm,”/“Impersonal– personal,” and “Unsocial–social” “The messages conveyed by the site are important to me.”/“Interacting with the site was meaningful for me.” “The next time you go for a general physical check-up, what are some questions that you would like to ask your Doctor? Please list these questions in the space below” Useful, positive, likable, and so on Sample Items Cronbach’s alpha = .80 Cronbach’s alpha = .91 Cronbach’s alpha = .93 Cronbach’s alpha = .93 Cohen’s Kappa = .91 Cronbach’s alpha = .87 Cronbach’s alpha = .82 Cronbach’s alpha = .63 Cronbach’s alpha = .87 Reliability Estimates Interactivity as Conversation S. Bellur & S. S. Sundar Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association Rimal and Real (2003) Rimal and Real (2003) Hu and Sundar (2010) Lerman et al. (1995) 9-point strongly disagree to strongly agree 9-point strongly disagree to strongly agree 9-point extremely unlikely to extremely likely 0–100% 9-point extremely low to extremely high 9-point strongly disagree to strongly agree 17. Dependent measure: Relative susceptibility (9 items) 18. Dependent measure: Perceived severity (10 items) Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association Rimal and Real (2003) Rimal and Real (2003) Armitage and Conner (1999); Rimal and Real (2003) 9-point very unlikely to very likely 11. Dependent measure: Future health behavior (FHB-1: safer sex and alcohol, 4 items) 12. Dependent measure: Future health behavior (FHB-2: diet and exercise, 3 items) 13. Dependent measure: Health information exchange (HIE-F1: diet and exercise, 4 items) 14. Dependent measure: Health information exchange (HIE-F2: safer sex and STIs, 4 items) 15. Dependent measure: Website behavioral intentions (Web BI, 6 items) 16. Dependent measure: Percentage susceptibility (9 items) Sundar (2000), Sundar et al. (2011), Sundar, Bellur, Oh, Jia, et al., (2016) Armitage and Conner (1999), Rimal and Real (2003) 9-point strongly describes poorly to describes very well 9-point very unlikely to very likely 10. Dependent measure: Content information value (2 items) Sources Anchors Variable Table A1 Continued. “How likely are you to discuss HIV status with your partner?”/“How likely are you to practice safer sex?” “How likely are you to eat more fruits and vegetables?”/“How likely are you to exercise regularly?” “I would like to know more about the topic of diet and nutrition”/“I would discuss the topic of nutrition and exercise with my friends” “I would like to know more on the topic of safer sex practices”/“I would discuss the topic of HIV and AIDS with my friends” “I would bookmark this website for future use”/“I would recommend this website to others” “Out of 100%, what do you think are your chances of being diagnosed with the following health conditions?” Compared to most people my age, I understand that my risk of being diagnosed with the medical conditions below, are” ________ (obesity, heart disease, HIV, etc) “Obesity can be more deadly than most people realize”/“HIV infection is more serious than most people realize” Insightful, informative Sample Items Cronbach’s alpha = .66 Cronbach’s alpha = .87 Cronbach’s alpha = .67 Cronbach’s alpha = .97 Cronbach’s alpha = .88 Cronbach’s alpha = .89 Cronbach’s alpha = .77 Cronbach’s alpha = .78 Pearson’s r: .62, p < .05 Reliability Estimates S. Bellur & S. S. Sundar Interactivity as Conversation 51 52 Sundar and Marathe (2010), Sundar, Bellur, Oh, Jia, et al., (2016) 9-point strongly disagree to strongly agree 9-point strongly disagree to strongly agree 9-point strongly disagree to strongly agree 9-point strongly disagree to strongly agree 23. Covariate: Preference for online social interaction (6 items) 24. Covariate: Social extraversion (8 items) 25. Covariate: General health beliefs (10 items) Ajzen and Timko (1986), Becker (1974) Bendig (1962) Caplan (2003) Agarwal and Karahanna (2000) 9-point strongly disagree to strongly agree Agarwal and Karahanna (2000) 9-point strongly disagree to strongly agree 21. Dependent measure: User engagement (amount of control, 2 items) 22. Moderator: Power usage (12 items) Agarwal and Karahanna (2000) 9-point strongly disagree to strongly agree 19. Dependent measure: User engagement (fun and enjoyment, 6 items) 20. Dependent measure: User engagement (immersion, 4 items) Sources Anchors Variable Table A1 Continued. “I lost track of time when I was interacting with the site”/“While I was interacting with the site, I was able to block out most other distractions” “I felt in control while I was browsing the site”/“I felt that I had no control over my interaction with the site (reversed)” “I make good use of most of the features available in any technological device”/“I love exploring all the features that any technological gadget has to offer.” “I prefer communicating with other people online rather than face-to-face”/“My relationships online are more important to me than many of my face-to-face relationships” “I usually take initiative in making new friends”/“I am inclined to keep in the background on social occasions (reversed)” “Maintaining good health is important to me”/“I think it is worthwhile to keep track of my exercise behavior” “I had fun interacting with the site”/“Interacting with the site provided me a lot of enjoyment” Sample Items Cronbach’s alpha = .68 Cronbach’s alpha = .81 Cronbach’s alpha = .78 Cronbach’s alpha = .79 Pearson’s r = .5, p < .001 Cronbach’s alpha = .88 Cronbach’s alpha = .94 Reliability Estimates Interactivity as Conversation S. Bellur & S. S. Sundar Human Communication Research 43 (2017) 25–53 © 2016 International Communication Association S. Bellur & S. S. Sundar Interactivity as Conversation Table A2 Zero-order Correlations Among All Measured Variables 1 2 3 4 5 6 7 8 9 10 11 1 Perceived 1 contingency 2 Perceived .31** 1 interactivity 3 Perceived warmth .37** .38** 1 4 Perceived relevance .27** .46** .43** 1 5 Website appealing .46** .59** .68** .59** 1 6 Website exciting .31** .37** .49** .47** .72** 1 7 Content quality .34** .31** .42** .33** .52** .29** 1 8 Content enjoyment .23* .44** .55** .62** .63** .65** .37** 1 9 Information value .26** .31** .48** .41** .53** .32** .55** .54** 1 10 Fut Health Bhr FHB .05 .14 .28** .30** .29** .24* .23* .36** .30** 1 F1 11 Fut Health Bhr FHB .31** .18* .10 .19* .26** .22* .20* .17* .13 .16* 1 F2 12 Health Info Exc HIE .22* .22* .19* .49** .21** .27** .14 .36** .11 .22** .27** F1 13 Health Info Exc HIE .07 .21* .23* .44** .15* .28** −.01 .39** .05 .36** .14 F2 14 Web BI .17* .41** .36** .54** .58** .71** .20* .70** .28** .32** .17* 15 Percentage −.14 −.08 −.01 −.02 −.06 −.03 −.04 −.05 −.11 −.08 −.19* susceptibility 16 Relative −.06 −.002 −.03 −.01 −.02 −.01 −.03 .04 .03 −.01 −.08 susceptibility 1 17Perceived severity 18Engagement (enjoyment) 19Engagement (immersion) 20Engagement (control) 21Cognitive responses 2 .35** .27** .17* .37** .02 12 12 13 14 15 16 17 18 19 20 21 3 .21* .38** .23* .41** .10 13 4 .31** .47** .34** .33** .08 14 5 .17* .55** .41** .35** .25* 6 .27** .63** .52** .52** .01 15 Health Info Exc HIE F1 1 Health Info Exc HIE F2 .55** 1 Web BI .38** .40** 1 Percentage susceptibility −.06 .05 −.004 1 Relative susceptibility −.08 −.05 .02 .39** Perceived severity .12 .10 .20** −.09 Engagement (enjoyment) .39** .38** .72** .02 Engagement (immersion) .23** .20** .48** −.03 Engagement (control) .13 .01 .37** −.17 Cognitive responses .22** .08 .22** .14 7 .22* .81** .59** .43** .12 16 1 −.03 −.07 −.13 .04 .004 8 .34** .27** .28** .29** .03 17 1 .18* .11 .11 .09 9 .19* .68** .43** .39** .08 18 10 .28** .26** .23* .23* .03 19 11 .11 .24** .18** .15** .003 .29** .12 .11 .28** .01 20 21 1 .67** 1 .42** .31** 1 .19* .09 .12 1 Note: Correlations significant at *p < .05 and **p < .001. 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