| Literature DB >> 26960972 |
Elizabeth J Lyons1, Tom Baranowski2, Karen M Basen-Engquist3, Zakkoyya H Lewis4, Maria C Swartz4, Kristofer Jennings5, Elena Volpi6.
Abstract
BACKGROUND: Physical activity reduces risk for numerous negative health outcomes, but postmenopausal breast cancer survivors do not reach recommended levels. Many interventions encourage self-monitoring of steps, which can increase physical activity in the short term. However, these interventions appear insufficient to increase motivation for sustained change. There is a need for innovative strategies to increase physical activity motivation in this population. Narratives are uniquely persuasive, and video games show promise for increasing motivation. This study will determine the effectiveness of an intervention that combines narrative and gaming to encourage sustained physical activity. METHODS/Entities:
Mesh:
Year: 2016 PMID: 26960972 PMCID: PMC4784467 DOI: 10.1186/s12885-016-2244-y
Source DB: PubMed Journal: BMC Cancer ISSN: 1471-2407 Impact factor: 4.430
Fig. 1SMARTGOAL conceptual model with relationships of interest
Schedule of enrollment, interventions, and assessments
Fig. 2Study flow
Behavior change techniques in the two interventions
| Behavior change technique | Narrative game intervention | Self-monitoring intervention |
|---|---|---|
| Goal setting (behavior) | App + counseling | App + counseling |
| Problem solving | Counseling | Counseling |
| Action planning | Counseling | Counseling |
| Review behavior goal(s) | Counseling | Counseling |
| Feedback on behavior | App + counseling | App + counseling |
| Self-monitoring of behavior | App | App |
| Social support (emotional) | App + counseling | |
| Information about health consequences | Counseling | |
| Information about others’ approval | App | |
| Behavioral practice/rehearsal | App + counseling | |
| Non-specific reward | App | App |
| Identification of the self as a role model | App + counseling | |
| Framing-reframing | App + counseling | |
| Identity associated with changed behavior | App + counseling | |
| Verbal persuasion about capability | App | |
| Mental rehearsal of successful performance | App + counseling | |
| Focus on past success | App | App |
| Vicarious consequences | App |
Fig. 3Screen shots from Runkeeper app
Major behavior change techniques, related theoretical constructs and game mechanics, and their implementation in the narrative game intervention
| Technique | Related constructs | Related game mechanics | Strategies |
|---|---|---|---|
| Goal-setting (behavior) | Competence | Player-defined goals | Set long-term, short-term, and weekly goals |
| Feedback on behavior | Competence | Feedback | Run logs, game statistics, virtual supplies received |
| Self-monitoring of behavior | Competence | Points | App monitors intensity, duration, and frequency of activity |
| Social support (emotional) | Relatedness | Verbal intangible rewards | Game characters provide encouragement |
| Information about health consequences | Autonomy | N/A | Counselors detail a solid rationale for behavior change |
| Information about others’ approval | Competence, Relatedness | Verbal intangible rewards | Game characters encourage and congratulate the player character |
| Behavioral practice/rehearsal | Playful experience | Role play | Game-based activity is by definition practice |
| Non-specific reward | Playful experience, autonomy | Pick-ups, task non-contingent rewards | “Memorials” and other special virtual items; random gifts from characters |
| Identification of the self as a role model | Identification, exercise identity, integrated regulation | Representational agency, role play | Participant role-plays as a strong and important person |
| Framing-reframing | Identification, playful experience, competence | Role play | Walking is framed as play and performance |
| Identity associated with changed behavior | Exercise identity, integrated regulation | Character identification, role play | Participant identifies with fit character who uses activity to succeed |
| Verbal persuasion about capability | Competence, relatedness | Verbal intangible rewards | Characters encourage and congratulate player |
| Mental rehearsal of successful performance | Playful experience, exercise imagery | Role play | Participant imagines saving kittens, children, etc. via physical prowess |
| Focus on past success | Competence | Rewards of glory | Run logs, special buildings in base, characters mention past exploits |
| Vicarious consequences | Playful experience, autonomy, competence | Role play | Observe consequences of player and other characters’ activities |
Fig. 4Screen shots from the Zombies, Run! game
Examples of counseling content from the narrative group
| Concepts | Counseling script suggestions |
|---|---|
| Games and play | In addition to the game you’ll be playing on your mobile device, let’s think of this whole program as a game. It has a goal, rules, and conflict. How can we make your experience in this program like a well-played game? We’ve set your goals, but what are the rules for reaching them? What conflicts do you think might occur that you’ll need to overcome in order to play well and follow your rules? |
| Safety | When you decide to play a game, you create what is called a “magic circle.” The magic circle is what makes the game safe. You carve out a little piece of the world and say “here, I can try even the hardest thing, and if I fail it’s not a big deal. I’m trying things out in a safe place.” Do you have any “stretch” goals that are a little harder than your current weekly goals that you’d like to try out, knowing that it’s okay if you don’t reach them? |
| Identification | When you experience a story, you get to “try on” the characteristics of your character. You play the role of that person. You get to see what it feels like to be that person. What are your impressions of Runner 5? Do you admire her physical strength and endurance? How do you feel when you play as her? What would it feel like if you were more like her? |
| Exercise imagery | Think about a time when you found exercise really enjoyable and energizing. Imagine what it felt like as vividly as possible. What did you see, and what did you hear? How did you feel physically? How did you feel emotionally? On your next walk, try to keep these feelings in mind as you begin. |
| Narrative transportation | Let’s try using imagery while you play the game. The next time you play, try to use all of your senses to really feel like you’re experiencing what Runner 5 is experiencing. Create the scene vividly in your mind. What do you see and hear? How does it feel? How do you-as-Runner 5 feel about what is happening? |
| Relatedness | There are a lot of characters you’ve met in the game. Who do you think is your favorite character? Why? Real life people aren’t the only ones who can give you support and encouragement. How does it feel when Sam and the others praise you? Even though they’re pretend, your feelings when interacting with them are real. Pay attention this week to how the characters make you feel when they talk to and about you. |