Spook Jorinde E, Paulussen Theo, Paulissen Rosie, Visschedijk Gillian, Kok Gerjo, van Empelen Pepijn
1 Department of Work & Social Psychology, Maastricht University , Maastricht, The Netherlands .
2 Expertise Group Life Style, Netherlands Organization for Applied Scientific Research , Leiden, The Netherlands .
Games Health J. 2015 Oct;4(5):387-400. doi: 10.1089/g4h.2014.0142. Epub 2015 Jul 16.
This article describes the design rationale behind a serious self-regulation game intervention. The aim of the game is to promote healthy dietary intake and physical activity among secondary vocational educational students in The Netherlands (approximately 16-20 years of age).
The game "Balance It" was developed according to an intervention mapping (IM) protocol. Following IM, we specified health promotion and usability objectives and linked these objectives to selected behavior change and persuasive methods. Accordingly, these methods were translated into a coherent intervention program.
The health behavior change objectives were derived from the determinants of the behavior and from Self-Regulation Theory (e.g., students are asked to set goals, monitor and evaluate their behavior, and create coping plans). Usability objectives were derived from the RE-AIM model (i.e., Reach, Effectiveness, Adoption, Implementation, and Maintenance). Next, behavior change and persuasive techniques were selected (e.g., goal setting and prompting, respectively) that did fit with the targeted change objectives and were translated in the design of a (mobile) serious self-regulation game intervention. Subsequently, three concept and usability tests were performed to improve intervention usability, and an evaluation plan was developed.
The aim of this study was to provide a design rationale for game interventions targeting health-related behaviors. We developed a coherent program design in which both health behavior change and usability factors are addressed. The IM protocol can serve as a useful guide for decision making in program development and evaluation.
本文描述了一款严肃的自我调节游戏干预背后的设计原理。该游戏的目的是促进荷兰中等职业教育学生(年龄约16 - 20岁)的健康饮食摄入和体育活动。
游戏“平衡它”是根据干预映射(IM)协议开发的。按照IM,我们明确了健康促进和可用性目标,并将这些目标与选定的行为改变和说服方法联系起来。相应地,这些方法被转化为一个连贯的干预计划。
健康行为改变目标源自行为的决定因素和自我调节理论(例如,要求学生设定目标、监测和评估他们的行为,并制定应对计划)。可用性目标源自RE - AIM模型(即覆盖范围、有效性、采用率、实施和维持)。接下来,选择了符合目标改变目标的行为改变和说服技巧(分别为目标设定和提示),并将其转化为一款(移动)严肃的自我调节游戏干预的设计。随后,进行了三次概念和可用性测试以提高干预的可用性,并制定了评估计划。
本研究的目的是为针对健康相关行为的游戏干预提供设计原理。我们开发了一个连贯的项目设计,其中既涉及健康行为改变又涉及可用性因素。IM协议可作为项目开发和评估中决策的有用指南。