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Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 30, 2022
Open Peer Review Period: Sep 29, 2022 - Nov 24, 2022
Date Accepted: Aug 31, 2023
(closed for review but you can still tweet)

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

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

Lieder F, Chen PZ, Prentice M, Amo V, Tošić M

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

JMIR Serious Games 2024;12:e43078

DOI: 10.2196/43078

PMID: 38517466

PMCID: 10998180

Gamification of behavior change: a mathematical principle and a field experiment

  • Falk Lieder; 
  • Pin-Zhen Chen; 
  • Mike Prentice; 
  • Victoria Amo; 
  • Mateo Tošić

ABSTRACT

Background:

Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission.

Objective:

Here, we introduce a principled mathematical method for determining how many points should be awarded/deducted for the enactment/omission of the desired behavior depending on when and how often the person has succeeded versus failed to enact it in the past. We call this approach optimal gamification of behavior change.

Methods:

As a proof of concept, we design a chatbot that applies our optimal gamification method to help people build a healthy water drinking habit. We evaluated the effectiveness of this gamified intervention in a 40-day long field experiment with two control groups that used the same chatbot without points and without feedback and reminders, respectively.

Results:

We found that, during the intervention, users who received feedback based on optimal gamification enacted the desired behavior more often than the active control group or the passive control group. After the intervention the experimental group enacted the desired behavior just as often as the two control groups.

Conclusions:

Our findings suggest that optimal gamification can be used to make digital behavior change interventions more effective.


 Citation

Please cite as:

Lieder F, Chen PZ, Prentice M, Amo V, Tošić M

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

JMIR Serious Games 2024;12:e43078

DOI: 10.2196/43078

PMID: 38517466

PMCID: 10998180

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