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Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 26, 2021
Date Accepted: Aug 3, 2021
Date Submitted to PubMed: Dec 6, 2021

The final, peer-reviewed published version of this preprint can be found here:

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

Robertson MC, Baranowski T, Thompson D, Basen-Engquist KM, Swartz MC, Lyons EJ

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

JMIR Serious Games 2021;9(4):e29964

DOI: 10.2196/29964

PMID: 34870604

PMCID: 8686484

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Extending the Behavior Change Wheel Program Planning Model to Design Games for Health

  • Michael Christopher Robertson; 
  • Tom Baranowski; 
  • Debbe Thompson; 
  • Karen M. Basen-Engquist; 
  • Maria Chang Swartz; 
  • Elizabeth J. Lyons

ABSTRACT

Background:

Games for health (G4H) are a promising approach to health promotion. Their success depends on achieving both experiential (game) and instrumental (health) objectives. There is little to guide G4H designers in integrating the science of behavior change with the art of game design.

Objective:

The purpose of this study was to extend the Behavior Change Wheel (BCW) program planning model to develop CHALLENGE, a G4H centered on increasing physical activity in insufficiently active older women.

Methods:

We present and apply the G4H Mechanics, Experiences, CHAnge (MECHA) process, which supplements the BCW 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 (e.g., autonomy). We used MECHA to map these constructs to intervention functions (e.g., persuasion) and G4H target player experiences (e.g., captivation). Next, we identified behavior change techniques (e.g., framing/reframing) and specific game mechanics (e.g., 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 G4Hs. This can facilitate G4H program planning, evaluation, and clearer scientific communication. Clinical Trial: ClinicalTrials.gov; Identifier: NCT04095923; https://clinicaltrials.gov/ct2/show/NCT04095923


 Citation

Please cite as:

Robertson MC, Baranowski T, Thompson D, Basen-Engquist KM, Swartz MC, Lyons EJ

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

JMIR Serious Games 2021;9(4):e29964

DOI: 10.2196/29964

PMID: 34870604

PMCID: 8686484

Per the author's request the PDF is not available.