This talk discusses evidence-based game design strategies that can be integrated into health games to help make them more engaging, motivating, and efffective at supporting health behavior change.
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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
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
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
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