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Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program

BACKGROUND: Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. OBJECTIVE: We condu...

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Autores principales: Comello, Maria Leonora G, Qian, Xiaokun, Deal, Allison M, Ribisl, Kurt M, Linnan, Laura A, Tate, Deborah F
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5054233/
https://www.ncbi.nlm.nih.gov/pubmed/27658469
http://dx.doi.org/10.2196/jmir.5976
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author Comello, Maria Leonora G
Qian, Xiaokun
Deal, Allison M
Ribisl, Kurt M
Linnan, Laura A
Tate, Deborah F
author_facet Comello, Maria Leonora G
Qian, Xiaokun
Deal, Allison M
Ribisl, Kurt M
Linnan, Laura A
Tate, Deborah F
author_sort Comello, Maria Leonora G
collection PubMed
description BACKGROUND: Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. OBJECTIVE: We conducted formative research to test game-inspired infographics against more traditional displays (eg, text-only, column chart) for conveying a behavioral goal and an individual’s behavior relative to the goal. We explored the extent to which the display type would influence levels of engagement and information processing. METHODS: Between-participants experiments compared game-inspired infographics with traditional formats in terms of outcomes related to information processing (eg, comprehension, cognitive load) and engagement (eg, attitudes toward the information, emotional tone). We randomly assigned participants (N=1162) to an experiment in 1 of 6 modules (tobacco use, alcohol use, vegetable consumption, fruit consumption, physical activity, and weight management). RESULTS: In the tobacco module, a game-inspired format (scorecard) was compared with text-only; there were no differences in attitudes and emotional tone, but the scorecard outperformed text-only on comprehension (P=.004) and decreased cognitive load (P=.006). For the other behaviors, we tested 2 game-inspired formats (scorecard, progress bar) and a traditional column chart; there were no differences in comprehension, but the progress bar outperformed the other formats on attitudes and emotional tone (P<.001 for all contrasts). CONCLUSIONS: Across modules, a game-inspired infographic showed potential to outperform a traditional format for some study outcomes while not underperforming on other outcomes. Overall, findings support the use of game-inspired infographics in behavioral assessment feedback to enhance comprehension and engagement, which may lead to greater behavior change.
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spelling pubmed-50542332016-10-20 Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program Comello, Maria Leonora G Qian, Xiaokun Deal, Allison M Ribisl, Kurt M Linnan, Laura A Tate, Deborah F J Med Internet Res Original Paper BACKGROUND: Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. OBJECTIVE: We conducted formative research to test game-inspired infographics against more traditional displays (eg, text-only, column chart) for conveying a behavioral goal and an individual’s behavior relative to the goal. We explored the extent to which the display type would influence levels of engagement and information processing. METHODS: Between-participants experiments compared game-inspired infographics with traditional formats in terms of outcomes related to information processing (eg, comprehension, cognitive load) and engagement (eg, attitudes toward the information, emotional tone). We randomly assigned participants (N=1162) to an experiment in 1 of 6 modules (tobacco use, alcohol use, vegetable consumption, fruit consumption, physical activity, and weight management). RESULTS: In the tobacco module, a game-inspired format (scorecard) was compared with text-only; there were no differences in attitudes and emotional tone, but the scorecard outperformed text-only on comprehension (P=.004) and decreased cognitive load (P=.006). For the other behaviors, we tested 2 game-inspired formats (scorecard, progress bar) and a traditional column chart; there were no differences in comprehension, but the progress bar outperformed the other formats on attitudes and emotional tone (P<.001 for all contrasts). CONCLUSIONS: Across modules, a game-inspired infographic showed potential to outperform a traditional format for some study outcomes while not underperforming on other outcomes. Overall, findings support the use of game-inspired infographics in behavioral assessment feedback to enhance comprehension and engagement, which may lead to greater behavior change. JMIR Publications 2016-09-22 /pmc/articles/PMC5054233/ /pubmed/27658469 http://dx.doi.org/10.2196/jmir.5976 Text en ©Maria Leonora G Comello, Xiaokun Qian, Allison M Deal, Kurt M Ribisl, Laura A Linnan, Deborah F Tate. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 22.09.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Comello, Maria Leonora G
Qian, Xiaokun
Deal, Allison M
Ribisl, Kurt M
Linnan, Laura A
Tate, Deborah F
Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title_full Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title_fullStr Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title_full_unstemmed Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title_short Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
title_sort impact of game-inspired infographics on user engagement and information processing in an ehealth program
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5054233/
https://www.ncbi.nlm.nih.gov/pubmed/27658469
http://dx.doi.org/10.2196/jmir.5976
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