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JMIR Serious Games
Article . 2021 . Peer-reviewed
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JMIR Serious Games
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JMIR Serious Games
Article . 2021
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Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study

Authors: Michael C Robertson; Tom Baranowski; Debbe Thompson; Karen M Basen-Engquist; Maria Chang Swartz; Elizabeth J Lyons;

Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study

Abstract

Background Games for health are a promising approach to health promotion. Their success depends on achieving both experiential (game) and instrumental (health) objectives. There is little to guide game for health (G4H) designers in integrating the science of behavior change with the art of game design. Objective The aim of this study is to extend the Behaviour Change Wheel program planning model to develop Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE), a G4H centered on increasing physical activity in insufficiently active older women. Methods We present and apply the G4H Mechanics, Experiences, and Change (MECHA) process, which supplements the Behaviour Change Wheel program planning model. The additional steps are centered on identifying target G4H player experiences and corresponding game mechanics to help game designers integrate design elements and G4H objectives into behavioral interventions. Results We identified a target behavior of increasing moderate-intensity walking among insufficiently active older women and key psychosocial determinants of this behavior from self-determination theory (eg, autonomy). We used MECHA to map these constructs to intervention functions (eg, persuasion) and G4H target player experiences (eg, captivation). Next, we identified behavior change techniques (eg, framing or reframing) and specific game mechanics (eg, transforming) to help realize intervention functions and elicit targeted player experiences. Conclusions MECHA can help researchers map specific linkages between distal intervention objectives and more proximal game design mechanics in games for health. This can facilitate G4H program planning, evaluation, and clearer scientific communication.

Country
United States
Keywords

behavior change, serious games, Cognition and Perception, Medical Sciences, 330, Biophysics, physical activity, Information technology, Social and Behavioral Sciences, Biochemistry, behavioral interventions, Medical Specialties, Medicine and Health Sciences, Psychology, gamification, older women, Biology, intervention, older adults, mobile phone, Original Paper, psychological theory, Mental and Social Health, Cognitive Psychology, Life Sciences, video games, T58.5-58.64, 004, behavior and behavior mechanisms, and Structural Biology, eHealth, Public aspects of medicine, RA1-1270

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
7
Top 10%
Average
Top 10%
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gold