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Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study

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 des...

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Autores principales: Robertson, Michael C, Baranowski, Tom, Thompson, Debbe, Basen-Engquist, Karen M, Swartz, Maria Chang, Lyons, Elizabeth J
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8686484/
https://www.ncbi.nlm.nih.gov/pubmed/34870604
http://dx.doi.org/10.2196/29964
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author Robertson, Michael C
Baranowski, Tom
Thompson, Debbe
Basen-Engquist, Karen M
Swartz, Maria Chang
Lyons, Elizabeth J
author_facet Robertson, Michael C
Baranowski, Tom
Thompson, Debbe
Basen-Engquist, Karen M
Swartz, Maria Chang
Lyons, Elizabeth J
author_sort Robertson, Michael C
collection PubMed
description 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. OBJECTIVE: The aim of this study is to extend the Behaviour Change Wheel program planning model to develop Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE), a G4H centered on increasing physical activity in insufficiently active older women. METHODS: We present and apply the G4H Mechanics, Experiences, and Change (MECHA) process, which supplements the Behaviour Change Wheel program planning model. The additional steps are centered on identifying target G4H player experiences and corresponding game mechanics to help game designers integrate design elements and G4H objectives into behavioral interventions. RESULTS: We identified a target behavior of increasing moderate-intensity walking among insufficiently active older women and key psychosocial determinants of this behavior from self-determination theory (eg, autonomy). We used MECHA to map these constructs to intervention functions (eg, persuasion) and G4H target player experiences (eg, captivation). Next, we identified behavior change techniques (eg, framing or reframing) and specific game mechanics (eg, transforming) to help realize intervention functions and elicit targeted player experiences. CONCLUSIONS: MECHA can help researchers map specific linkages between distal intervention objectives and more proximal game design mechanics in games for health. This can facilitate G4H program planning, evaluation, and clearer scientific communication.
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spelling pubmed-86864842022-01-10 Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study Robertson, Michael C Baranowski, Tom Thompson, Debbe Basen-Engquist, Karen M Swartz, Maria Chang Lyons, Elizabeth J JMIR Serious Games Original Paper 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. OBJECTIVE: The aim of this study is to extend the Behaviour Change Wheel program planning model to develop Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE), a G4H centered on increasing physical activity in insufficiently active older women. METHODS: We present and apply the G4H Mechanics, Experiences, and Change (MECHA) process, which supplements the Behaviour Change Wheel program planning model. The additional steps are centered on identifying target G4H player experiences and corresponding game mechanics to help game designers integrate design elements and G4H objectives into behavioral interventions. RESULTS: We identified a target behavior of increasing moderate-intensity walking among insufficiently active older women and key psychosocial determinants of this behavior from self-determination theory (eg, autonomy). We used MECHA to map these constructs to intervention functions (eg, persuasion) and G4H target player experiences (eg, captivation). Next, we identified behavior change techniques (eg, framing or reframing) and specific game mechanics (eg, transforming) to help realize intervention functions and elicit targeted player experiences. CONCLUSIONS: MECHA can help researchers map specific linkages between distal intervention objectives and more proximal game design mechanics in games for health. This can facilitate G4H program planning, evaluation, and clearer scientific communication. JMIR Publications 2021-12-03 /pmc/articles/PMC8686484/ /pubmed/34870604 http://dx.doi.org/10.2196/29964 Text en ©Michael C Robertson, Tom Baranowski, Debbe Thompson, Karen M Basen-Engquist, Maria Chang Swartz, Elizabeth J Lyons. Originally published in JMIR Serious Games (https://games.jmir.org), 03.12.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Robertson, Michael C
Baranowski, Tom
Thompson, Debbe
Basen-Engquist, Karen M
Swartz, Maria Chang
Lyons, Elizabeth J
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title_full Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title_fullStr Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title_full_unstemmed Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title_short Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study
title_sort using the behaviour change wheel program planning model to design games for health: development study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8686484/
https://www.ncbi.nlm.nih.gov/pubmed/34870604
http://dx.doi.org/10.2196/29964
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