20,891 research outputs found
Persuasive Technology in Games: A Brief Review and Reappraisal
Persuasive technology is a new field of research that has attracted considerable attention from game designers since there is a growing interest in games promoting positive behavioral changes. Persuasive games have been exploited to tremendous effect with applications ranging from mobile healthcare, which persuade users to exercise more often and adopt a healthy lifestyle, to government programs encouraging civic engagement. Therefore, persuasive technologies have become an indispensable part of the modern game designer’s toolkit, and their importance is only set to grow with time. In this paper, we begin by reviewing the existing body of work in this field while also explaining the pros and cons of emerging design models and theoretical frameworks. We then uncover major pitfalls in the current work and suggest directions for future research. Hopefully, this article will prove instructive to game designers and leave them with a better understanding of the central concepts in the field of persuasive technology
Effectiveness of a web-based intervention aimed at healthy dietary and physical activity behavior: a randomized controlled trial about users and usage
Background:\ud
Recent studies have shown the potential of Web-based interventions for changing dietary and physical activity (PA) behavior. However, the pathways of these changes are not clear. In addition, nonusage poses a threat to these interventions. Little is known of characteristics of participants that predict usage.\ud
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Objective:\ud
In this study we investigated the users and effect of the Healthy Weight Assistant (HWA), a Web-based intervention aimed at healthy dietary and PA behavior. We investigated the value of a proposed framework (including social and economic factors, condition-related factors, patient-related factors, reasons for use, and satisfaction) to predict which participants are users and which participants are nonusers. Additionally, we investigated the effectiveness of the HWA on the primary outcomes, self-reported dietary and physical activity behavior.\ud
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Methods:\ud
Our design was a two-armed randomized controlled trial that compared the HWA with a waiting list control condition. A total of 150 participants were allocated to the waiting list group, and 147 participants were allocated to the intervention group. Online questionnaires were filled out before the intervention period started and after the intervention period of 12 weeks. After the intervention period, respondents in the waiting list group could use the intervention. Objective usage data was obtained from the application itself.\ud
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Results:\ud
In the intervention group, 64% (81/147) of respondents used the HWA at least once and were categorized as “users.” Of these, 49% (40/81) used the application only once. Increased age and not having a chronic condition increased the odds of having used the HWA (age: beta = 0.04, P = .02; chronic condition: beta = 2.24, P = .003). Within the intervention group, users scored better on dietary behavior and on knowledge about healthy behavior than nonusers (self-reported diet: χ22 = 8.4, P = .02; knowledge: F1,125 = 4.194, P = .04). Furthermore, users underestimated their behavior more often than nonusers, and nonusers overestimated their behavior more often than users (insight into dietary behavior: χ22 = 8.2, P = .02). Intention-to-treat analyses showed no meaningful significant effects of the intervention. Exploratory analyses of differences between pretest and posttest scores of users, nonusers, and the control group showed that on dietary behavior only the nonusers significantly improved (effect size r = −.23, P = .03), while on physical activity behavior only the users significantly improved (effect size r = −.17, P = .03).\ud
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Conclusions:\ud
Respondents did not use the application as intended. From the proposed framework, a social and economic factor (age) and a condition-related factor (chronic condition) predicted usage. Moreover, users were healthier and more knowledgeable about healthy behavior than nonusers. We found no apparent effects of the intervention, although exploratory analyses showed that choosing to use or not to use the intervention led to different outcomes. Combined with the differences between groups at baseline, this seems to imply that these groups are truly different and should be treated as separate entities
Applying persuasive design in a diabetes mellitus application
This paper describes persuasive design methods and compares this to an application currently under development for diabetes mellitus patients. Various elements of persuasion and a categorization of persuasion types are mentioned. Also discussed are principles of how successful persuasion should be designed, as well as the practical applications and ethics of persuasive design. This paper is not striving for completeness of theories on the topic, but uses the theories to compare it to an application intended for diabetes mellitus patients. The results of this comparison can be used for improvements of the application
Effect of Values and Technology Use on Exercise: Implications for Personalized Behavior Change Interventions
Technology has recently been recruited in the war against the ongoing obesity
crisis; however, the adoption of Health & Fitness applications for regular
exercise is a struggle. In this study, we present a unique demographically
representative dataset of 15k US residents that combines technology use logs
with surveys on moral views, human values, and emotional contagion. Combining
these data, we provide a holistic view of individuals to model their physical
exercise behavior. First, we show which values determine the adoption of Health
& Fitness mobile applications, finding that users who prioritize the value of
purity and de-emphasize values of conformity, hedonism, and security are more
likely to use such apps. Further, we achieve a weighted AUROC of .673 in
predicting whether individual exercises, and we also show that the application
usage data allows for substantially better classification performance (.608)
compared to using basic demographics (.513) or internet browsing data (.546).
We also find a strong link of exercise to respondent socioeconomic status, as
well as the value of happiness. Using these insights, we propose actionable
design guidelines for persuasive technologies targeting health behavior
modification
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
Increasing evidence has shown that theory-based health behavior change
interventions are more effective than non-theory-based ones. However, only a
few segments of relevant studies were theory-based, especially the studies
conducted by non-psychology researchers. On the other hand, many mobile health
interventions, even those based on the behavioral theories, may still fail in
the absence of a user-centered design process. The gap between behavioral
theories and user-centered design increases the difficulty of designing and
implementing mobile health interventions. To bridge this gap, we propose a
holistic approach to designing theory-based mobile health interventions built
on the existing theories and frameworks of three categories: (1) behavioral
theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior,
and the Health Action Process Approach), (2) the technological models and
frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design
and Behavior Change Support System, and the Just-in-Time Adaptive
Interventions), and (3) the user-centered systematic approaches (e.g., the
CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic
approach provides researchers a lens to see the whole picture for developing
mobile health interventions
CoachAI: A Conversational Agent Assisted Health Coaching Platform
Poor lifestyle represents a health risk factor and is the leading cause of
morbidity and chronic conditions. The impact of poor lifestyle can be
significantly altered by individual behavior change. Although the current shift
in healthcare towards a long lasting modifiable behavior, however, with
increasing caregiver workload and individuals' continuous needs of care, there
is a need to ease caregiver's work while ensuring continuous interaction with
users. This paper describes the design and validation of CoachAI, a
conversational agent assisted health coaching system to support health
intervention delivery to individuals and groups. CoachAI instantiates a text
based healthcare chatbot system that bridges the remote human coach and the
users. This research provides three main contributions to the preventive
healthcare and healthy lifestyle promotion: (1) it presents the conversational
agent to aid the caregiver; (2) it aims to decrease caregiver's workload and
enhance care given to users, by handling (automating) repetitive caregiver
tasks; and (3) it presents a domain independent mobile health conversational
agent for health intervention delivery. We will discuss our approach and
analyze the results of a one month validation study on physical activity,
healthy diet and stress management
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