| Literature DB >> 33787502 |
Daniel S Epstein1, Adam Zemski2, Joanne Enticott3, Christopher Barton1.
Abstract
BACKGROUND: Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading, or providing meaning, fun, and community. However, not all game elements will appeal to all consumers equally, and different elements might work for different people and in different contexts.Entities:
Keywords: behavior change; behavior interventions; board games; game design; games; health games; health interventions; serious games; tabletop games
Year: 2021 PMID: 33787502 PMCID: PMC8047814 DOI: 10.2196/23302
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Flow diagram for paper selection.
Contextual and mechanism factors that enhance efficacy of games in behavior change.
| Evidence type/factors | Game design elements described in studies |
| Strong evidence across many trials |
Games developed by local teams rather than designed by distant subject experts [ Games reiteratively developed through pilot testing with target users and context [ Clearly defined behavior-change goals targeted and reflected in game design [ Conscious attention to consider game mechanics, dynamics, and aesthetics to increase engagement and target desired behavioral changes [ Delivery combined with other mediums or learning modalities [ Games that leverage behavioral insights such as social norms, emotive engagement, operant conditioning, or intrinsic motivations [ |
| Limited evidence from one or few trials |
Consideration to training before delivery or play [ Multiple exposures to play [ |
| Possible factors worth considering in future research | Increasing time series measurement to understand behavior change extinction effects [ |
Context and mechanisms leading to positive behavior change outcomes in a realistic game design theory.
| Mechanisms | Descriptions in the studies |
| Aesthetics of fun and play increase | The fun and attractiveness of games leads to higher attention and engagement, resulting in a positive mechanism for desired behavior change [ |
| Game/social dynamics set social norms, process signaling | Game dynamics create a microcosm of social norms between players and signaling of appropriate actions, resulting in the desired/designed behavior change [ |
| Game mechanics reinforce rules and actions | The rules of the game create clear boundaries and direction for particular actions and desired behavior [ |
| Clear objective/goals leverage internal motivators | Game objectives set attainable goals and motivate players with a sense of purpose, pursuit, and achievement toward the desired behavior [ |
| Rewards, success, and failures leverage external motivators | Consequences leverage external motivators and operant conditioning to achieve desired behavior [ |
| Challenging repeated play leads to | Incremental improvement provides feedback on mastery and expertise leading to repeated desired behavior [ |
| Spectatorship influences atmosphere, community, and expectations | Being observed or creating community reinforces expectations and social norms of desired behavior [ |
Theories for games targeting behavior leading to poor behavior change outcomes.
| Theories | Behavior change outcome |
| Not fun or enjoyable leads to low engagement | Unpleasant experiences are unlikely to be engaging or repeated and result in no behavior change |
| Limited replayability reveals novelty effects | One-off play and wearing off of the game novelty results in lack of repetition and lack of lasting behavior change |
| Poor contextual design leads to misinterpretation | Missing context dues can lead to poor knowledge translation/misinterpretation and unwanted effects |