3 research outputs found

    Gamified BCSS for healthier food choices:case implicity

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    The main aim of this thesis was to design a persuasive and gamified version of the implicit association test. The goal of the mobile application is to help people adopt healthier eating habits. Poor diet is a major factor in many diseases and contributes negatively to life quality. Additionally, healthcare systems and employers are also affected in the form of production losses and treatment costs. The underlying research aim is to utilize the artefact to investigate whether exposing a user to possible cognitive dissonances in thinking can lead to reflection. Reflection in turn can lead to reduction of dissonances and in turn, behaviour change. Additionally, the application allows the user to rehearse responses towards different types of foods, which is accomplished by associating healthy foods with positive words and unhealthy foods with negative words. The purpose of Persuasive Systems Design (PSD) model, the main design framework used in this thesis, is to design behaviour change support systems. Behaviour Change Support Systems (BCSSs) are systems that aim to change behaviour and attitude without the use of any unethical means. Implicit association test (IAT) is a tool in the field of social psychology that is used measure implicit attitudes towards different concepts. Gamification can be defined as the use of game elements and mechanics in non-game contexts. The development process started with an analysis done with PSD model. Following it, mock-ups and a prototype based on the PSD model analysis and the original version of the IAT were created. After that, gamification features were designed by using a gamification framework. The original IAT was a strong influence in determining what types of persuasive and gamification features would be present in the application. Design science research guidelines were utilized as a checklist throughout research. The artefact and its persuasiveness were evaluated with a perceived persuasiveness questionnaire. The results showed slightly positive responses on the constructs of Primary Task Support (support for carrying out primary task), Dialogue Support (feedback), Perceived Credibility and Design Aesthetics. Perceived Persuasiveness responses were slightly negative. The reward feature that included unlocking different food icons and their health information was especially well received. This thesis contributed a detailed description of the development process of a BCSS. During the development process it was shown that the PSD model and the gamification framework could be used together without conflicts to design an artefact. The research on the artefact’s effectiveness in causing behaviour change is left for further study

    Developing a gamified behavior change support system

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    Abstract This paper describes the development process of a gamified mobile Behavior Change Support System for increasing its users’ fruit and vegetable consumption. The system was based on the principles of implicit association measures as the behavioral feedback for reflection. The project used the Persuasive Systems Design (PSD) together with gamification principles and the Implicit Association Test (IAT). The present paper describes the background and process of implementing IAT in a gamified form for a mobile device platform. Key outputs from the process include perceiving such a system to be built of a basic BCSS core which is then gamified, and identifying a system to have segments that each have their own relevant persuasive features

    Gamifying a BCSS:rehearsal and reflection in reinforcing a health message response

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    Abstract A gamified approach to promoting reflection and to engaging users in rehearsing decision-making in a dietary context was studied. The game was based on the principles of the Implicit Attitude Test, but was not a complete IAT in itself like the original test at projectimplicit.net: by categorising food items under positive or negative associations the players gained points according to their categorisation speed but the score was merely indicative of attitudinal alignment with the target response. Showing the scores was a vehicle for reflection, and repeated playing constituted response rehearsal. Research questions: (1) does a gamified process of drawing attention to implicit attitudes evoke self-reflection and (2) does gamification of response rehearsal contribute positively to behaviour change? We expected the exposure to one’s own choices in the game to heighten the awareness of personal food choices. Experiment participants (N = 58) played the game over a five-day period. Constructs of Rehearsal, Reflection, Perceived Persuasiveness, and Perceived Health Behaviour Change were analysed using PLS-SEM. The findings point to rehearsal having a role in how reflection and perceived persuasiveness are connected. Reflection was involved in the self-reported behaviour change, and perceived persuasiveness can promote behaviour change. Open-ended questions showed awareness of choice having a behavioural effect
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