| Literature DB >> 34870604 |
Michael C Robertson1, Tom Baranowski2, Debbe Thompson2, Karen M Basen-Engquist3, Maria Chang Swartz4, Elizabeth J Lyons1.
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.Entities:
Keywords: behavior and behavior mechanisms; behavior change; behavioral interventions; eHealth; gamification; intervention; mobile phone; older adults; older women; physical activity; psychological theory; serious games; video games
Year: 2021 PMID: 34870604 PMCID: PMC8686484 DOI: 10.2196/29964
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1A Mechanics, Experiences, and Change Model for game-induced behavior change.
Steps of game for health Mechanics, Experiences, and Change Model.
| Step | Description | Example |
| Step 1: Define the problem in behavioral termsa | Identify the specific target population. Review the epidemiological evidence concerning the health-related outcomes of interest. Identify relevant behaviors linked to these outcomes and their location in that target population | We identified the target population as women aged 65-85 years who are not meeting nationally recommended physical activity guidelines |
| Step 2: Select a target behaviora | Select a target behavior from the relevant behaviors identified in step 1. Consider the relative impact of each behavior, its likelihood of change, the potential for spillover into other important behaviors, and ease of measurement of the behavior | The nationally recommended physical activity guidelines for older adults include several related behaviors (eg, aerobic physical activity, muscle-strengthening physical activity, and time spent sedentary) [ |
| Step 3: Specify the target behaviora | Specify the target behavior identified in step 2 in detail. To do so, use the 6 template questions proposed by Michie et al [ | We specified details pertaining to the target behavior selected in step 2 (presented in the |
| Step 4: Identify what needs to changea | Conduct a behavioral analysis as recommended by Michie et al [ | We identified key constructs that need to change to promote the target behavior identified in step 3 (the |
| Step 5: Identify intervention functionsa | Identify the primary intervention functions of the G4Hd intervention to target each of the constructs identified in step 4. The process of mapping intervention functions to psychosocial constructs can be guided by the BCWe [ | |
| Step 6. Identify target player experiences | Identify experiential objectives that would facilitate compelling gameplay and can be integrated with the intervention functions (identified in step 5). Behavior change theory can facilitate this process | We used the Playful Experiences Framework to frame the identification of target player experiences [ |
| Step 7: Identify BCTsa,f | Select the BCTs to be featured in the intervention. BCTs are the “active ingredients” of a behavioral intervention, or “the observable, replicable, irreducible components of an intervention” designed to change behavior (eg, the provision of feedback). The taxonomy of 93 distinct BCTs developed by Michie et al [ | Existing literature suggests that prompting self-monitoring of behavior, as an example, may be particularly useful for helping older adults increase physical activity [ |
| Step 8: Identify game mechanics | Identify specific game mechanics designed to evoke target participant experiences [ | As an example, participants’ physical activity performance (game mechanics) [ |
| Step 9: Identify mode of deliverya | Identify modes of delivery of the intervention that would be appropriate for the target population. These decisions can be informed by formative research and the scientific literature | For example, previous research may suggest that older adults tend to prefer computer-based Gs4H to those delivered through mobile devices |
aMichie et al [12] and Michie et al [13].
bSDT: self-determination theory.
cCOM-B: Capability-Opportunity-Motivation Behavior.
dG4H: game for health.
eBCW: Behaviour Change Wheel.
fBCT: behavior change technique.
Identify what needs to changea.
| Theoretical constructs | Requirements for the target behavior to occur | Should the intervention target this construct? |
| Perceived autonomy | Participant wants to engage in physical activity for autonomous reasons (ie, enjoyment, interest, identity, and values) [ | Yes; autonomous motivations for physical activity predict long-term compliance to physical activity goals, and older women want autonomy-promoting interventions [ |
| Perceived competence | Participant feels competent and able to engage in physical activity | Yes; self-efficacy is a strong predictor of physical activity, and many older women report low levels of self-efficacy for consistently meeting nationally recommended physical activity guidelines [ |
| Perceived relatedness | Participant feels supported by others regarding her physical activity | Yes; social support is a strong predictor of physical activity, and older women want social physical activity interventions [ |
| Intrinsic regulation | Participant perceives physical activity as fun and interesting | Yes; previous studies suggest that these factors predict physical activity, and this is an identified barrier in this population [ |
| Integrated regulation | Participant perceives physical activity as being in line with her values and identity | Yes; previous studies suggest that integrated regulation predicts physical activity in this population [ |
| Identified regulation | Participant perceives physical activity as associated with an outcome that is important to her | Yes; previous studies suggest that identified regulation predicts physical activity in this population [ |
| Introjected regulation | Participant feels obligated to engage in physical activity | No; although in some cases this type of motivation may lead to behavior initiation, it is not conducive to long-term adherence to physical activity [ |
| External regulation | Participant perceives physical activity as something that outside forces are encouraging her to do | No; although in some cases this type of motivation may lead to behavior initiation, it is not conducive to long-term adherence to physical activity [ |
aTarget behavior: walking at least 8000 steps per day for at least 5 days per week.
Template for Intervention Description and Replication Checklist for Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE).
| Item name | Item |
| Brief name | CHALLENGE |
| Why | Despite short-term benefits, older adults’ adherence to physical activity and tracker use decrease sharply over time. Most existing intervention systems use a corrective frame: they are oriented toward |
| What (materials) | Participants are provided a wrist-worn electronic physical activity tracker (Fitbit Inspire 2 [Google LLC]) and various props (eg, scavenger hunt bingo cards and sunglasses or masks to help obscure their identities). If participants do not already have Facebook and Fitbit accounts, study staff help the participants to create them |
| What (procedures) | Participants meet face-to-face with study staff for orientation procedures (eg, aiding with technology) and data collection. Participants engage in goal setting and action planning with study staff at baseline and are invited to join a private Facebook group. Through this private Facebook group, participants receive weekly challenges that are centered on encouraging walking behaviors and eliciting playful experiences (see examples in Multimedia Appendix 1). Participants are encouraged to directly respond to challenges through Facebook posts and like or comment on others’ posts. Participants also receive weekly messages providing feedback on their physical activity levels and study engagement (ie, number of times participants posted in the Facebook group) |
| Who provided | Interventionists are trained by the principal investigator (EJL) on basic aspects of the Playful Experiences Framework [ |
| How | Goal setting and action planning are conducted face-to-face or through videoconferencing at the start of the study. All other intervention content is delivered on the web. Challenges are posted weekly using social media to a single, private Facebook group. Participants also receive individual weekly emails presenting their device-measured physical activity levels, suggested goals, and engagement level |
| Where | Face-to-face meetings and data collection sessions are held at a large medical research university in southeast Texas. The intervention content is largely delivered through the internet |
| When and how much | Intervention content is sent weekly over the course of 1 year for participants, with participants being enrolled on a rolling basis until the target sample size is reached (estimated to be 2-3 years). Recruitment began in June 2021 |
| Tailoring | At the beginning of the intervention, study staff meet with participants to establish physical activity goals (ie, target step count and number of days per week that participants aim to meet that target step count). In this meeting, participants also select their target weekly improvement rate (eg, participants may indicate that if they did not meet their target step count one week, then they would like their goal for the next week to be to increase their daily average step count by 1000). Weekly emails accordingly present feedback on the previous week and provide a suggested step count goal for the upcoming week |
| How well (planned) | Moderators’ weekly posts are based on a set schedule and accompanying scripts. The only communication with participants that is not heavily based on scripts are responses to direct messages or SMS text messages sent regarding scheduling, reporting unacceptable content, and so on. We will extract information from the Facebook group and Fitbit app regularly to track participant engagement |