Gamification

BEHAVIOR CHANGE TACTIC

Gamification

Gamification refers to leveraging mechanics and other experiential elements typically associated with games in non-game contexts.These can be fairly subtle (e.g. a progress bar for filing out a health risk questionnaire), moderate (e.g. achievements given for reaching personal finance goals, contests for steps walked as a team in a workplace wellness competition), or extreme (e.g. an augmented reality experience to treat chronic pain). At the extreme end, the distinction between a gamified experience and an actual game may be considered almost academic.

Studies involving Gamification

PAPERS

Diabetes prevention and weight loss with a fully automated behavioral intervention by email, web, and mobile phone: a randomized controlled trial among persons with prediabetes.

BEHAVIOR

Physical Activity, Diet & Nutrition

TACTICS

Goal Setting, Gamification, Social Support, Feedback, Coaching or Counselling

PAPERS

Trial to examine text message–based mHealth in emergency department patients with diabetes (TExT-MED): a randomized controlled trial.

BEHAVIOR

Disease Management

TACTICS

Gamification, Implementation Intentions

PAPERS

Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

BEHAVIOR

Physical Activity

PAPERS

Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.

BEHAVIOR

Other

TACTICS

Gamification, Financial Incentives

PAPERS

Targeting Parents for Childhood Weight Management: Development of a Theory-Driven and User-Centered Healthy Eating App.

BEHAVIOR

Diet & Nutrition

TACTICS

Gamification

PAPERS

Exergame Apps and Physical Activity: The Results of the ZOMBIE Trial

PRODUCT

"Zombies, Run!"

BEHAVIOR

Physical Activity

TACTICS

Gamification

PAPERS

Evaluating a community-based walking intervention for hypertensive older people in Taiwan: a randomized controlled trial.

BEHAVIOR

Physical Activity, Disease Management

PAPERS

Feasibility and Efficacy of an mHealth Game for Managing Anxiety: "Flowy" Randomized Controlled Pilot Trial and Design Evaluation.

PRODUCT

Flowy

BEHAVIOR

Mental Health & Self-Care

TACTICS

Gamification

PAPERS

Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review

PRODUCT

Fitbit

BEHAVIOR

Disease Management

TACTICS

Education or Information, Reminders, Cues, & Triggers, Social Support, Self-Monitoring or Tracking, Gamification

Related behavior change tactics

AI or Chatbot

TACTICS

AI or Chatbot

Using a chatbot or simulated conversational interaction.‍

Acceptance and Commitment Therapy (ACT)

TACTICS

Acceptance and Commitment Therapy (ACT)

ACT is a therapeutic approach originalled developed by Steven Hayes. It borrows from previous concepts like cognitive behavioral therapy and Morita therapy. The principles of ACT are fairly systematic and lend themselves well to program design, finding empirical support in adaptations like 2morrow's smoking cessation and pain management interventions.‍

Active Choice

TACTICS

Active Choice

Active choice, sometimes referred to as enhanced active choice or forced choice, refers to removing default options and often increasing the salience of potential decisions through emphasizing the consequences of one or more of the options. Coined by Punam Anand Keller and colleagues in 2011, it was originally intended to address concerns around paternalistic nudging for use in situations where forcing the default option may be considered unethical. In one of the original studies, CVS customers were given the choice to enroll in automatic refills of medications via delivery. The choices they were presented were ""Enroll in refills at home"" vs “I Prefer to Order my Own Refills.”‍

Automation

TACTICS

Automation

Automation refers to having another person, group, or technology system perform part or all of the intended behavior. A prominent example is Thaler & Bernartzi's Save More Tomorrow intervention, which invested a portion of employees' earnings into retirement funds automatically and even increased the contribution level to scale with pay raises. Other examples include automatically scheduling medical appointments so the patient needn't do it themselves and mailing healthy recipe ingredients to the person's home to reduce the burden of shopping.‍

Behavior Substitution

TACTICS

Behavior Substitution

Behavior substitution refers to attempting to eliminate a problematic behavior by replacing it with another one. Often, the substituted behaviors are intended to have similar sensory qualities (e.g. drink flavored sparkling water instead of soda). The goal is typically to disassociate the original behavior from its cue, enabling the more positive behavior to be triggered automatically.‍

Behavioral Activation (BA)

TACTICS

Behavioral Activation (BA)

Behavioral activation is a therapeutic approach that typically pairs activity scheduling with either monitoring tools or goal-setting. For example, someone might aim to balance activities they "should" do but underperform, like self-care behaviors, with activities they enjoy. Users of this technique may also track which activities cause certain cognitions or affective states, like those associated with depression.‍