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Designing Games to
Improve Health Behaviors:
Evidence-based Principles and Strategies
Presentation:
Games for Change Festival, New York
Debra Lieberman, Ph.D.
Director, Center for Digital Games Research
UC Santa Barbara
June 28, 2018
Games
Interactive, adaptive, immersive,
impactful experiences
Challenge to reach a goal
Feedback on progress
New platforms, displays,
sensors, data sources
Media are similar to real life
 We feel present in media worlds
 Games can have compelling stories and
characters, interactions, transactions,
simulations, constructions, collaborations,
social connections with other people
 Games can be embodied in robots, plush toys
 We experience media events
 Our emotional responses to media events and
events in real life are remarkably similar
Researchers role in game design
 Specify the game concept and goals
 Evidence-based game design strategies to achieve goals
 Proposals for grants, investments, gifts
 Play testing and game revision during production
 Evaluation research to measure outcomes
 Publish and present evaluation research findings
 Help the design team keep up with current research
(1) Specify the game concept and goals
Know target players
 Interests, abilities, culture
 Self-concepts
 Game platforms & genres they prefer
 Formal or informal setting for game play
 Current health behaviors and health risks
 Barriers to good health behaviors (lifestyle, prevention, self-care)
 Do they want to improve this health behavior? Why or why not?
 (Players should be design partners!)
(2) Specify the game concept and goals
Behavioral wish-list from medical experts
 Patient behaviors that must change
 What patients need to know/understand
 Attitudes that patients could change
 Self-concepts that would benefit patients
 What motivates patients to improve behaviors
(3) Specify the game concept and goals
Which behaviors  Game goals and
can a game improve? intended outcomes
Focus the design on specific outcomes
How will game play enhance the outcomes?
Standalone game or integrated with other media,
games, or direct experiences?
 Must one game achieve all outcomes?
Mediating factors can change behavior
Game  Mediating  Behavior  Health
factor outcome
Examples of mediating factors
 Perceived susceptibility
 Perceived stigma
 Skill development
 Self-efficacy; response efficacy
From Interactive Games to Outcomes
Game playing  Improved mediating factors  Improved outcomes
Better
health
behaviors
 Prevention
 Selfcare
 Adherence
 Clinical
utilization
Better
health
Better
quality of
life
Lower
healthcare
costs
Health
video
games
 Challenge
 Motivation
 Role models
 Simulations
 Repetition
 Feedback
Self-concepts
Communication
&
social support
Knowledge
&
skills
Self-efficacy
Evidence-based design
Draws from theory and research findings to improve:
 Engagement
 Motivation
 Attitude change
 Self-concept change
 Learning
 Skill development
 Behavior change
Engagement
Elaboration Likelihood Model
 (ELM)  Involvement
Transportation Theory
Homophily
 Attention to characters like me
Self-referential encoding
 Learn as the content pertains to me
Tailoring, personalization,
adaptiveness, feedback
Social connection is
engaging
Self Determination Theory
Social comparison (leaderboard)
Social support, coaching
Teach a character
Motivation
Extrinsic / Intrinsic
 Points, level-ups vs. deep personal goals
 Different messaging for each
 Tie them together
Game challenge is motivating
 In the game and in daily life behaviors
See yourself as avatar
 Self-modeling  exercise and lose
weight  transfers to actual exercise
 Future self  save more for retirement
Attitude change
Empathy
 Your avatar cannot avoid homelessness
 Your avatar struggles with health issue
Procedural rhetoric
Vicarious experience  Re-Mission
 Social Cognitive Theory
 Improves self-efficacy for cancer care
 Players without cancer now see it as a
serious problem  inspired to improve
lifestyle habits
Self-concept change
Rehearsal  Self-efficacy
Role modeling
Feedback on success
Avatar of self
 Experiment with new identities
and feel empathy
 Aspirational avatar, project ones
ideal identity and experience it
 The Proteus Effect
Learning and skill development
Simulations of real-life challenges
 Climate games  use resources
wisely or not  see consequences
 Health games treat a patient (or self
as avatar)  see effects
Feedback tied to interests, values
Become your avatar
 Hellblade challenges the player to
think like a psychotic, in order to win
Behavior change
Rehearsal of habits, skills, adherence
Game as springboard for discussion
Two-player, cooperative challenges
Stages of Change  five stages
 Player segmentation
Inspired, mobile game, quit smoking
 External accountability
 Friends hold you accountable
 Friends cheer you on, celebrate
Behavior change  sensors
Mindlight, for anxiety-disordered
children ages 8-12
 Players must overcome their fears
 Neurofeedback headset
 Respond to scary events, threats
 Practice relaxation, focus, attention
allocation
 Develop new habits of mind
Behavior change  narrative
Dramatic stories are engaging,
arousing, transporting, memorable
 We care about the characters
 First-hand experience when our own
avatar is a character
 Emotional and physiological responses
 Stories enhance attention, immersion,
persuasion, learning, skill transfer, recall
of facts
Behavior change  neurogames
diagnose, treat, and assess cognition
 Project Evo for ADHD  improves
attention and control
 Storytelling and feedback
 Challenges and rehearses neural
systems
 Adapts to players abilities
 FDA approval
Behavior change  active games
Require physical activity
 Physical activity is the interface
 Or real-world activities supported
by mobile content, AR, VR, robots
 Can improve physical activity
habits, social connections,
cognitive functioning, cardio-
vascular health
 Tele-rehabilitation
Behavior change  social
Behavior change  social
Behavior change  inter-generational
Behavior change  better communication
with medical team about health concerns
A few overarching principles and strategies
Didactic content is the least of it
Player experience is key  in the game and outside it
Focus on a few specific goals for behavior change
 Be redundant  design several game features and game mechanics to
address each goal
Address players intrinsic values and motivations
Iterative testing and redesign are essential
A game can be fun and effective  dont squelch the fun
Learning, skill development, striving, problem-solving, failing/retrying
are fun  not stealth, not broccoli covered in chocolate sauce!
Proverb
Tell me and I forget.
Show me and I remember.
Involve me and I understand.
Thank you
Debra Lieberman, Ph.D.
Director, Center for Digital Games Research
UC Santa Barbara
debra.lieberman@ucsb.edu
www.cdgr.ucsb.edu
Twitter: @DebLieberman
Twitter: @GamesResearch

More Related Content

Designing Games to Improve Health Behaviors: Evidence-based Principles and Strategies

  • 1. Designing Games to Improve Health Behaviors: Evidence-based Principles and Strategies Presentation: Games for Change Festival, New York Debra Lieberman, Ph.D. Director, Center for Digital Games Research UC Santa Barbara June 28, 2018
  • 2. Games Interactive, adaptive, immersive, impactful experiences Challenge to reach a goal Feedback on progress New platforms, displays, sensors, data sources
  • 3. Media are similar to real life We feel present in media worlds Games can have compelling stories and characters, interactions, transactions, simulations, constructions, collaborations, social connections with other people Games can be embodied in robots, plush toys We experience media events Our emotional responses to media events and events in real life are remarkably similar
  • 4. Researchers role in game design Specify the game concept and goals Evidence-based game design strategies to achieve goals Proposals for grants, investments, gifts Play testing and game revision during production Evaluation research to measure outcomes Publish and present evaluation research findings Help the design team keep up with current research
  • 5. (1) Specify the game concept and goals Know target players Interests, abilities, culture Self-concepts Game platforms & genres they prefer Formal or informal setting for game play Current health behaviors and health risks Barriers to good health behaviors (lifestyle, prevention, self-care) Do they want to improve this health behavior? Why or why not? (Players should be design partners!)
  • 6. (2) Specify the game concept and goals Behavioral wish-list from medical experts Patient behaviors that must change What patients need to know/understand Attitudes that patients could change Self-concepts that would benefit patients What motivates patients to improve behaviors
  • 7. (3) Specify the game concept and goals Which behaviors Game goals and can a game improve? intended outcomes
  • 8. Focus the design on specific outcomes How will game play enhance the outcomes? Standalone game or integrated with other media, games, or direct experiences? Must one game achieve all outcomes?
  • 9. Mediating factors can change behavior Game Mediating Behavior Health factor outcome Examples of mediating factors Perceived susceptibility Perceived stigma Skill development Self-efficacy; response efficacy
  • 10. From Interactive Games to Outcomes Game playing Improved mediating factors Improved outcomes Better health behaviors Prevention Selfcare Adherence Clinical utilization Better health Better quality of life Lower healthcare costs Health video games Challenge Motivation Role models Simulations Repetition Feedback Self-concepts Communication & social support Knowledge & skills Self-efficacy
  • 11. Evidence-based design Draws from theory and research findings to improve: Engagement Motivation Attitude change Self-concept change Learning Skill development Behavior change
  • 12. Engagement Elaboration Likelihood Model (ELM) Involvement Transportation Theory Homophily Attention to characters like me Self-referential encoding Learn as the content pertains to me Tailoring, personalization, adaptiveness, feedback
  • 13. Social connection is engaging Self Determination Theory Social comparison (leaderboard) Social support, coaching Teach a character
  • 14. Motivation Extrinsic / Intrinsic Points, level-ups vs. deep personal goals Different messaging for each Tie them together Game challenge is motivating In the game and in daily life behaviors See yourself as avatar Self-modeling exercise and lose weight transfers to actual exercise Future self save more for retirement
  • 15. Attitude change Empathy Your avatar cannot avoid homelessness Your avatar struggles with health issue Procedural rhetoric Vicarious experience Re-Mission Social Cognitive Theory Improves self-efficacy for cancer care Players without cancer now see it as a serious problem inspired to improve lifestyle habits
  • 16. Self-concept change Rehearsal Self-efficacy Role modeling Feedback on success Avatar of self Experiment with new identities and feel empathy Aspirational avatar, project ones ideal identity and experience it The Proteus Effect
  • 17. Learning and skill development Simulations of real-life challenges Climate games use resources wisely or not see consequences Health games treat a patient (or self as avatar) see effects Feedback tied to interests, values Become your avatar Hellblade challenges the player to think like a psychotic, in order to win
  • 18. Behavior change Rehearsal of habits, skills, adherence Game as springboard for discussion Two-player, cooperative challenges Stages of Change five stages Player segmentation Inspired, mobile game, quit smoking External accountability Friends hold you accountable Friends cheer you on, celebrate
  • 19. Behavior change sensors Mindlight, for anxiety-disordered children ages 8-12 Players must overcome their fears Neurofeedback headset Respond to scary events, threats Practice relaxation, focus, attention allocation Develop new habits of mind
  • 20. Behavior change narrative Dramatic stories are engaging, arousing, transporting, memorable We care about the characters First-hand experience when our own avatar is a character Emotional and physiological responses Stories enhance attention, immersion, persuasion, learning, skill transfer, recall of facts
  • 21. Behavior change neurogames diagnose, treat, and assess cognition Project Evo for ADHD improves attention and control Storytelling and feedback Challenges and rehearses neural systems Adapts to players abilities FDA approval
  • 22. Behavior change active games Require physical activity Physical activity is the interface Or real-world activities supported by mobile content, AR, VR, robots Can improve physical activity habits, social connections, cognitive functioning, cardio- vascular health Tele-rehabilitation
  • 23. Behavior change social
  • 24. Behavior change social
  • 25. Behavior change inter-generational
  • 26. Behavior change better communication with medical team about health concerns
  • 27. A few overarching principles and strategies Didactic content is the least of it Player experience is key in the game and outside it Focus on a few specific goals for behavior change Be redundant design several game features and game mechanics to address each goal Address players intrinsic values and motivations Iterative testing and redesign are essential A game can be fun and effective dont squelch the fun Learning, skill development, striving, problem-solving, failing/retrying are fun not stealth, not broccoli covered in chocolate sauce!
  • 28. Proverb Tell me and I forget. Show me and I remember. Involve me and I understand.
  • 29. Thank you Debra Lieberman, Ph.D. Director, Center for Digital Games Research UC Santa Barbara debra.lieberman@ucsb.edu www.cdgr.ucsb.edu Twitter: @DebLieberman Twitter: @GamesResearch