games for health - jussi holopainen - combining behavioural change techniques and playability...
DESCRIPTION
Speaker at Games for Health Europe Conference 2014TRANSCRIPT
Jussi Holopainen
GEELab Europe, RMIT University, Karlsruhe, Germany
Behavior Change Techniques,
Playability Heuristics and
Mobile Health Games
Health games?
Increase physical activity
Encourage healthy diet
Game as motivator
Why mobile?
Personal
Social
Always on
Range of sensors Pretty much everyone has one
Behavior change techniques?
CALO-RE taxonomy
40 behavior change
techniques
Michie, S., Ashford, S., Sniehotta, F. F., Dombrowski, S. U., Bishop, A., & French,
D. P. (2011). A refined taxonomy of behaviour change techniques to help people
change their physical activity and healthy eating behaviours: the CALO-RE
taxonomy. Psychology & Health, 26(11), 1479-1498.
[…]
5. Goal setting (behaviour)
6. Goal setting (outcome)
7. Action planning
8. Barrier identification/problem solving
9. Set graded tasks
10. Prompt review of behavioural goals
11. Prompt review of outcome goals
12. Prompt rewards contingent on effort or progress
towards behaviour
13. Provide rewards contingent on successful
behaviour
14. Shaping
[…]
Playability heuristics?
47 heuristics in 3 categories • Game Play
• Coolness/Entertainment/Humor/
Emotional Immersion
• Usability & Game Mechanics
Desurvire, H., & Wiberg, C. (2009). Game usability heuristics (PLAY) for evaluating
and designing better games: The next iteration. In Online Communities and Social
Computing (pp. 557-566). Springer Berlin Heidelberg.
[…]
• The game world reacts to the player and
remembers their passage through it.
• Changes the player make in the game world are
persistent and noticeable if they back-track to
where they have been before.
• The game goals are clear. The game provides
clear goals, presents overriding goals early as well
as short term goals throughout game play.
• The skills needed to attain goals are taught early
enough to play or use later, or right before the new
skill is needed.
[…]
Game design?
• BCTs as inspiration in concept creation
• BCTs and heuristics as guidelines
during game design
• BCTs and heuristics in design
evaluations during different phases of
development (e.g. checklists for
playtesting)
Does it work?
Yes!
[based on my not-so-humble-opinion, more robust method evaluations to follow]