Abstract

BackgroundGames 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.ObjectiveThe 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.MethodsWe 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.ResultsWe 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.ConclusionsMECHA 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.

Highlights

  • BackgroundGames for health (Gs4H) are a promising venue through which to increase motivation for, and enjoyment associated with, health-related behaviors

  • We sought to refine our understanding of the context of the behavior in the target population and mapped the hypothesized linkages between health behavior change theory constructs, intervention functions, target participant experiences, behavior change technique CHALLENGE (BCT), and game mechanics

  • We identified 13 BCTs to increase moderate-intensity walking in CHALLENGE by pairing the target player experiences identified in step 6 with the taxonomy of 93 distinct BCTs described by Michie et al [13] (Multimedia Appendix 1)

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Summary

Introduction

BackgroundGames for health (Gs4H) are a promising venue through which to increase motivation for, and enjoyment associated with, health-related behaviors. Studies often have confusing or sparse discussions of their game design elements, and specific game mechanics are not often linked to theory-based behavior change mechanisms This lack of clarity limits the accumulation of scientific knowledge and may be due in part to a lack of a common program planning method. 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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