| Literature DB >> 25654660 |
Cameron Lister1, Joshua H West, Ben Cannon, Tyler Sax, David Brodegard.
Abstract
BACKGROUND: Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps.Entities:
Keywords: behavioral health; gamification; health and fitness apps; mobile phone
Year: 2014 PMID: 25654660 PMCID: PMC4307823 DOI: 10.2196/games.3413
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Construct definitions and app functionality.
| Behavioral constructs | Construct definition | Example function on app | Behavioral model/theory | ||||||||
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| General information | Information designed to increase basic knowledge about the behavior. | Information about Centers for Disease Control and Prevention guidelines for exercising. (Ex. 2 hours and 30 minutes of moderate aerobics per week) | HBMa, TTMb, TPBc, SCTd | ||||||
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| Self-monitoring | Behavioral tracking to increase the ability of the individual to make informed decisions. | Info-graphs, summaries of charts, and trends over time. | TTMb, SCTd, Fogge | ||||||
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| Stress management | Improving the emotional and mental ability to cope with change and make strategic changes in an individual’s life. | Information on how to cope with stress of changing your diet. | SCTd | ||||||
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| Skills training | Providing training to increase the physical ability of an individual to perform a behavior. | Instructional video/tutorial on a new lifting technique or a connection to a trainer. | TTMb, SCTd | ||||||
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| Simplicity or enabling factors | Things that serve to make the behavior easier to accomplish by eliminating barriers or making a task simple. (time, money, physical effort, etc) | Time management tools or money saving tools to help engage in the behavior more frequently. | SCTd, PPMf, Fogge | ||||||
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| Incentivization (rewards) | Based in operant conditioning, pairing the behavior with rewards or incentives to train an individual to value the behavior. | Gaining points that can be cashed in for a monetary prize, or creating a self-reward. | TTMb, SCTd | ||||||
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| Social support (positive reinforcement) | Pairing the behavior with support from new or old social spheres that provide validation and positive reinforcement with new behavioral changes. | Sharing information on social media for comments, discussion boards, and adding friends on an app interface. | TTMb, SCTd, PPMf, Fogge | ||||||
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| Goal-setting | Creating small attainable goals to help individuals begin new behaviors and keep commitments. | Setting goals to run 3 times a week for 30 minutes. | SCTd, Fogge | ||||||
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| Cognitive strategies | Perceived benefits, barriers, risks, severity, and social norms. Information about performing the behavior, and questions and discussions to help individuals evaluate beliefs. | A discussion board that prompts key questions related to the behavior. | HBMa, TTMb, TPBc, SCTd, PPMf | ||||||
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| Self-efficacy | Creating a self-mastery experience or using modeling/ vicarious learning to help improve an individual’s confidence in doing the behavior. | Breaking the behavior into small attainable steps, notification of peers doing the correct behavior. | TTMb, TPBc, SCTd, Fogge | ||||||
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| Peer pressure | Using peers to enforce new rules about behaviors or changing social settings/context to eliminate negative influences on behavior. | Competitions or functions to encourage friends to achieve their goals. Shared accountability. | TTMb, SCTd, Fogge | ||||||
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| Cues to action | Cues from the physical environment that help eliminate the need to depend on memory, and prompt needed action. (ecological momentary assessment). | Reminders through push notifications to go running. | HBMa, Fogge, PPMf | ||||||
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| Stimulus control | Restructuring your environment to eliminate bad triggers and increase positive influences. | Setting constraints on unhealthy food in the house, limiting screen-time. | TTMb, SCTd, Fogge | ||||||
aHBM=health belief model
bTTM=transtheoretical model
cTPB=theory of planned behavior
dSCT=social cognitive theory
eFogg=BJ Fogg model of behavior
fPPM=precede-proceed model
Descriptive statistics for evaluation rubrics (N=132).
| Measuring rubrics | N=132 (number of apps) | % | Mean | Median | SD | ||
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| - | - | 4.99 | 5.0 | 2.44 | ||
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| - | - | 2.11 | 2.0 | 1.1 | |
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| General information | 51 | 38.64 | - | - | - |
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| Self-monitoring | 129 | 97.73 | - | - | - |
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| Stress management | 19 | 14.39 | - | - | - |
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| Skills training | 42 | 31.82 | - | - | - |
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| Simplicity or enabling factors | 37 | 28.03 | - | - | - |
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| - | - | 2.30 | 2.0 | 1.58 | |
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| Incentivization | 32 | 24.24 | - | - | - |
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| Social support (positive reinforcement) | 54 | 40.91 | - | - | - |
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| Goal-setting | 75 | 56.82 | - | - | - |
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| Cognitive strategies | 68 | 51.52 | - | - | - |
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| Self-efficacy | 75 | 56.82 | - | - | - |
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| - | - | 0.58 | 0.0 | 0.68 | |
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| Peer pressure | 48 | 36.36 | - | - | - |
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| Cues to action | 25 | 18.94 | - | - | - |
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| Stimulus control | 4 | 3.03 | - | - | - |
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| - | - | 3.80 | 3.5 | 2.68 | ||
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| Self-representation with avatars | 68 | 51.52 | - | - | - | |
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| 3-D environments | 8 | 6.06 | - | - | - | |
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| Narrative context | 8 | 6.06 | - | - | - | |
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| Feedback from game (before or during) | 45 | 34.09 | - | - | - | |
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| Feedback, reinforcement (after) | 76 | 57.58 | - | - | - | |
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| Leaderboards | 43 | 32.58 | - | - | - | |
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| Ranks of achievements | 39 | 29.55 | - | - | - | |
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| Different levels of play | 28 | 21.21 | - | - | - | |
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| Marketplaces and economies | 19 | 14.39 | - | - | - | |
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| Competition under rules explicit and enforced | 42 | 31.82 | - | - | - | |
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| Teams (multi-player modes) | 19 | 14.39 | - | - | - | |
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| Parallel communication systems | 64 | 48.48 | - | - | - | |
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| Time pressure | 43 | 32.58 | - | - | - | |
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| - | - | 2.29 | 2.0 | 1.66 | ||
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| Leaderboards | 43 | 32.58 | - | - | - | |
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| Levels of achievement or rank | 34 | 25.76 | - | - | - | |
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| Digital rewards | 73 | 55.30 | - | - | - | |
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| Real world prizes | 24 | 18.18 | - | - | - | |
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| Competitions/challenges | 51 | 38.64 | - | - | - | |
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| Social or peer pressure | 78 | 59.09 | - | - | - | |
Apple App Store search terms.
| Physical activity search terms | Diet search terms | Gamification search terms |
| 1) running | 1) burn calories | 1) games for health |
| 2) jogging | 2) diet | 2) healthy games |
| 3) walking | 3) calories | 3) health games |
| 4) cross training | 4) calorie counter | 4) games |
| 5) exercise | 5) healthy diet | 5) gamification |
| 6) workout | 6) diet tracker | 6) gamified health |
| 7) work out | 7) healthy food | 7) health challenge |
| 8) aerobics | 8) healthy eating |
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| 9) trainer | 9) carbs |
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| 10) weight lifting | 10) carb tracker |
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| 11) cycling | 11) carb counter |
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| 12) fitness | 12) lose weight |
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| 13) health coach | 13) BMIa |
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| 14) cardio | 14) healthy weight |
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| 15) weight training |
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| 16) fitness class |
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| 17) health class |
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| 18) aerobics class |
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| 19) sports |
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aBMI=body mass index
Regression analysis, for total game elements (N=132).a
| Variable | DF | Type III sum of squares | Mean square |
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| Total behavioral score | 1 | 0.2226962 | 0.2226962 | 0.09 | .7661 |
| Total gamification score | 1 | 316.6222861 | 316.6222861 | 126.33 | <.001b |
| Total opportunity score | 1 | 13.1144394 | 13.1144394 | 5.23 | .0239c |
| Number of app reviews | 1 | 15.5375399 | 15.5375399 | 6.20 | .0141c |
| Target health behavior | 3 | 3.2131914 | 1.0710638 | 0.43 | .7337 |
| App integration with other technologies | 1 | 6.9311679 | 6.9311679 | 2.77 | .0989 |
aNumber of observations used=132. r =.6717
b P value<.001
c P value<.05
Regression analysis, for total behavioral constructs (N=132).a
| Variable | DF | Type III sum of squares | Mean square |
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| Total game score | 1 | 9.46638187 | 9.46638187 | 3.07 | .0825 |
| Total gamification score | 1 | 26.78349544 | 26.78349544 | 8.68 | .0039b |
| Number of app reviews | 1 | 35.73079259 | 35.73079259 | 11.57 | .0009b |
| Target health behavior | 3 | 49.69643792 | 16.56547931 | 5.37 | .0017b |
| Content validity (citations) | 1 | 5.73648830 | 5.73648830 | 1.86 | .1754 |
| Method of data collection on app | 2 | 27.95652683 | 13.97826341 | 4.53 | .0127b |
| App integration with other technologies | 1 | 0.08936760 | 0.08936760 | 0.03 | .8652 |
aNumber of observations used =129. r =.4946
b P value<.05
Regression analysis, for total gamification components (N=132).a
| Variable | DF | Type III sum of squares | Mean square |
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| Total motivation score | 1 | 24.17913828 | 24.17913828 | 28.94 | <.001b |
| Total capacity score | 1 | 0.02400399 | 0.02400399 | 0.03 | .8657 |
| Total opportunity score | 1 | 1.73260282 | 1.73260282 | 2.07 | .1524 |
| Total game score | 1 | 91.61451097 | 91.61451097 | 109.66 | <.001b |
| Purpose of gamification | 3 | 6.58606083 | 2.19535361 | 2.63 | .0533 |
| App integration with other technologies | 1 | 0.00144093 | 0.00144093 | 0.00 | .9669 |
aNumber of observations used =132. r =.7169
b P value<.001