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Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria Swartz, PhD, MPH, RD February 19, 2015 Department of Nutrition and Metabolism

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Page 1: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Gamification of behavior change:Using game mechanics and behavior change techniques in ehealth/mhealth interventionsElizabeth J. Lyons, PhD, MPH

Maria Swartz, PhD, MPH, RD

February 19, 2015

Department of Nutrition and Metabolism

Page 2: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Gamification & behavior change

Department of Nutrition and Metabolism

What gamification is (theoretically)

What gamification is (in practice)

But what should gamification be?

Game mechanic or behavior change technique?

Using theory to guide BCT implementation

Page 3: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

What is gamification?

Department of Nutrition and Metabolism

Using game mechanics to increase motivation

In practice, though…

• Using badges, leaderboards, and leveling up to trick people into doing something they don’t like

• Often added to something required to make it more appealing

Those sound kind of like extrinsic rewards to me…

• You’re right!

• That’s bad, isn’t it?

• You’re right!

Page 4: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

What should gamification be?

Department of Nutrition and Metabolism

Using game mechanics to increase motivation

What is a game?

• “Gratuitous introduction of unnecessary obstacles to the achievement of an end” (Suits)

What is required for a game to be a game?

• Lusory goals

• Pre-lusory goals

• Rules

• Pure, complete autonomy

Page 5: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Gamification = autonomy support

Department of Nutrition and Metabolism

Magic circle

• The state of mind that defines play as safe, separated from the real world but still connected to it

Intrinsic motivation

• Play IS intrinsic motivation

Practice and failure

• Games require failure (arguably)

• Games reframe failure as well as success

• Games are practice

Page 6: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

So you want to use video games…

Department of Nutrition and Metabolism

…to increase physical activity in a program

• There are some really important things to consider

• Recall that the vast majority of studies have found null results

• You need to be super clear about how EXACTLY the desired behavior change is supposed to occur

Page 7: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Game mechanics have meaning

Department of Nutrition and Metabolism

Just throwing a game mechanic on an app is unlikely to work

Context is extremely important

You are working to encourage and support feelings of

• Autonomy

• Competence

• Relatedness

Game characteristics of particular import are

• Feedback

• Rewards

• Challenge

Page 8: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Feedback

Department of Nutrition and Metabolism

Social cognitive theory:

• Specific

• Clear

• Compare to past accomplishments, similar groups, goals

Self-determination theory

• Richly informational

• Empowering mastery

• Multiple levels (moment to moment, sustained, cumulative)

Rigby, 2012; Rovniak et al., 2005

Page 9: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Not-so-good feedback

Department of Nutrition and Metabolism

Page 10: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

A breakdown of good feedback

Department of Nutrition and Metabolism

Page 11: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Rewards

Department of Nutrition and Metabolism

Why are extrinsic rewards so bad?

• They seem to work short-term

• But once you have the achievement, there’s no point to continuing

• They dictate how you are supposed to play, which can be good or bad

• Large literature on extrinsic rewards reducing intrinsic motivation

• Controversial

• Likely due to the presence of many moderating variables

• In other words: implementation and context matter

Page 12: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Autonomy vs. control & rewards

Department of Nutrition and Metabolism

Four types of rewards

• Verbal, intangible

• “The grateful masses” in RPGs

• Unexpected, task non-contingent

• Task-contingent

• Engaging in task

• Completing task

• Performance-contingent

Rigby, 2009

Page 13: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Not great rewards: an example

Department of Nutrition and Metabolism

Beauty Idol (iOS) boyfriends

• Acquire boyfriend

• Sequester him in your home

• Tap on him to receive rewards

• Discard boyfriend

Page 14: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Highly reinforcing rewards

Department of Nutrition and Metabolism

Fire Emblem: Awakening (3DS) supports

• Your mating strategy impacts both the story and your success

• Example: Gerome, or “If Batman were also Morrissey”

• Strategy 1: give him the strongest dad, mate

• Rewards: super strong kid, declarations of love, sparkles

Page 15: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Highly reinforcing rewards

Department of Nutrition and Metabolism

Fire Emblem: Awakening (3DS) supports

• Your mating strategy impacts both the story and your success

• Example: Gerome, or “If Batman were also Morrissey”

• Strategy 2: mate with his mom

• Rewards: torture him with dad jokes, team up as angsty father/son duo, witness significantly less smooth romancing

Page 16: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Why autonomy in rewards matters

Department of Nutrition and Metabolismhttp://www.xboxachievements.com/game/your-shape-fitness-evolved/achievement/45480-Calorie-Score-10-000.html

Page 17: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Challenge

Department of Nutrition and Metabolism

Repens (exploration, discovery, learning from surprise)

Repositio (replaying, returning, learning from re-trying)

Falstein, 2005 cited in Juul, 2009; Lauwaert et al 2007

Page 18: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Failure isn’t the end of the world

Department of Nutrition and Metabolism

Failure is necessary for autonomy support

Games should frame failure as

• Unstable vs. stable

• Specific vs. global

• Internal vs. external

• Less pleasurable, but must take responsibility

Games induce failure, then teach us how to overcome it

• Reframing failure from trait to state

• The right kind of failure should actually support competence

Juul, 2013

Page 19: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

What gamification should be

Department of Nutrition and Metabolism

It’s not just “make exercise more fun”

It’s “make exercise more fun by…”

• Providing a solid rationale and choices

• Increasing feelings of competence (which involves deliberately inducing failure)

• Encouraging relationships with others (including fake others)

Page 20: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Behavioral Change Techniques and Wearable Activity Trackers

Department of Nutrition and Metabolism

• <50% of U.S. adults meet the 2008 Physical activity (PA) guidelines.

• Behavioral PA interventions have shown success in increasing activity levels, but may be costly to implement on a larger scale. (Archer et al., 2012)

• Traditional health behavior change interventions are limited (Pagoto & Bennett, 2013):

o Ability to measure and intervene on behavior in real time

o Adherence varied widely (e.g. physical activity log)

Page 21: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Wearable Activity Trackers: Promising Medium

Department of Nutrition and Metabolism

• 1 in 10 U.S. adults now own a fitness tracker. (NDP Connected Intelligence Report, 12/2014)

 Device Category 2013 2014 2015 2016Smart Wristband 30 20 17 19Sports Watch 14 18 21 24

Other Fitness Monitor 18 20 12 15Chest Strap 11 12.1 8 7.3Smart Garment 0.01 0.1 10.1 26Total Market 73.01 70.2 68.1 91.3

Table 1 — Worldwide Wearable Electronic Fitness Devices Shipments Forecast, 2013-2016 (Millions of Units)

• Wearable activity trackers and their apps show promise as a medium to deliver a more personalized PA intervention.

Page 22: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Which one to choose?

Department of Nutrition and Metabolism

• Cost vs. Function

Page 23: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Behavioral Change Techniques and Wearable Activity Trackers

Department of Nutrition and Metabolism

• A mix of behavioral and cognitive strategies are needed in order to change PA behavior. (Pagoto & Bennett, 2013)

o Which one is most effective to impact change?

• Purpose of the study by Lyons et al. (2014)1. Characterize behavior change techniques used

in trackers

2. Determine the extent to which they include techniques associated with successful outcomes

3. Compare implementation of several critical techniques to theory-based and evidence-based recommendation

Page 24: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

What is a behavior change technique?

Department of Nutrition and Metabolism

Higher category Technique Description

Goals & planning

Goal-setting (behavior) Set or agree on a goal defined in terms of the behavior to be achieved

Action planning Prompt detailed planning of performance of the behavior

Commitment Ask the person to affirm or reaffirm statements indicating commitment to change the behavior

Feedback & monitoring

Feedback on behavior Monitor and provide informative or evaluative feedback on performance of the behavior

Self-monitoring of behavior Establish a method for the person to monitor and record their behavior(s) as part of a behavior change strategy

Michie et al., 2013 (http://www.ucl.ac.uk/health-psychology/bcttaxonomy)

Page 25: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Lyons et al. (2014)—Methods

Department of Nutrition and Metabolism

• Evaluated 13 wearable activity trackers.

o Sources: CNET reviews, “Health and Fitness” section of the Apple Store, “Activity Monitor” search on Amazon, and suggestion from expert colleagues.

o Monitors: Basis B1, BodyMedia Fit, Fitbit Force, Fitbug Orb, Gruve, Ibitz Unity, Jawbone Up24, Lumo Back, Misfit Shine, Nike FuelbandSE, POLAR Loop, Striiv Play, and Withings Pulse.

• Inclusion criteria:

1. Continuous monitoring of some kind of physical activity outcome

2. Recent iteration of similar series of products by the same company

3. Provide feedback through mobile device or personal computer

Page 26: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Lyons et al. (2014)—Methods (Cont.)

Department of Nutrition and Metabolism

• Coding procedure done based on the taxonomies of behavior change techniques by Michie et al (2013).

o Tentative list of 16 behavioral change techniques impactful behavior change techniques on changing PA behavior was developed.

• Meta-analyses

• Meta-regressions

• Systematic reviews

• U.S. Preventive Services Task Force

• 2 Coders wore each of the monitors and used the apps for at least 1 week between 11/2013 and 2/2014.

• Coding was based on full access to all behavioral tools (including the paid options)

Page 27: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

List of BCT associated with PA (Part 1)

Department of Nutrition and Metabolism

BCT # Behavior Change Techniques (BCT)

8.1 Prompt practice

2.3 Prompt self-monitoring of behavior

1.1 Goal-setting/intention formation

1.2 Barrier identification/problem solving

2.2 Provide feedback on performance

1.5 Prompt review of behavior goals

5.1 Provide information on consequences of behavior in general

Lyons et al. 2014

Page 28: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

List of BCT associated with PA (Part 2)

Department of Nutrition and Metabolism

BCT # Behavior Change Techniques

1.4 Action planning

10.3 Prompt rewards contingent on effort or progress towards behavior

6.2 Facilitate social comparison

4.1 Provide instruction

15.4 Self-talk

10.9 Self-rewards

3 Social support

7.1 Teach to use prompts/cues

Lyons et al. 2014

Page 29: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Lyons et al. (2014)—Results

Department of Nutrition and Metabolism

• 6 behavior change techniques in >76% (10/13 to 13/13) of the wearable activity trackers’ apps.

BCT category BCT # of Monitors

Goals & Planning Goal setting (behavior) 13

Review behavior goal(s) 10

Discrepancy between current behavior and goal

13

Feedback & Monitoring Feedback on behavior 13

Self-monitoring of behavior 13

Antecedents Adding objects to the environment 13

Page 30: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Goal-setting (behavior) & Feedback

Institute for Translational Sciences

Page 31: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Self-monitoring of PA behavior

Page 32: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Lyons et al. (2014)—Results (Cont.)

Department of Nutrition and Metabolism

• 6 additional behavior change techniques in >60% (8/13) of the wearable activity trackers’ apps:

BCT category BCT # of Monitors

Goals & Planning Goal setting (outcome) 8

Feedback & Monitoring Self-monitoring of outcome(s) of behavior

8

Feedback on outcome(s) of behavior 8

Social support Social support (unspecified) 8

Comparison of behavior Social comparison 8

Reward and threat Social reward 8

Lyons et al. 2014

Page 33: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Goal-setting (outcome) & Social Support

Institute for Translational Sciences

Page 34: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Lyons et al. (2014)—Results (Cont.)

Department of Nutrition and Metabolism

• Rare/Missing behavior change techniques/alternative presentation:

o Rare: Information about consequences of the behavior, action planning, and problem solving

o Missing: Prompting practice, self-rewards, and self-talk

Lyons et al. 2014

Page 35: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Action planning & problem-solving

Department of Nutrition and Metabolism

Page 36: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Theory-based recommendations

Department of Nutrition and Metabolism

Page 37: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Top 3 monitors’ apps with the most techniques coded (Appendix 2)

Department of Nutrition and MetabolismLyons et al. 2014

Page 38: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Top 3 monitors’ apps with the most techniques coded (Cont.)

Department of Nutrition and MetabolismLyons et al. 2014

Page 39: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Conclusion

Department of Nutrition and Metabolism

• Apps interfaced with the wearable activity trackers incorporated into this review included a variety of evidence-based behavior change techniques. Many also conform to theory-based recommendations.

• Most commonly found techniques are:

o Self-monitoring

o Feedback provision

o Adding objects to the environment

o Goal-setting

• Be aware of missing techniques such as prompting practice, self-reward, and self-talk.

Page 40: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Recommendations

Department of Nutrition and Metabolism

• Conduct a mini trial prior to full-scale implementation.

o Apps are being updated constantly.

• Example: Contents within several apps were changed within 6 months of manuscript submission. Lyons et al. had to re-code and update the results.

• Familiarize yourselves with the location and the display of various options within the apps.

• Familiarize yourselves with how the apps and the monitors interact.

• Keep track of what behavior change techniques participants are using during the intervention.

Page 41: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Acknowledgements and thanks

Department of Nutrition and Metabolism

Funding• ACS (MRSG-14-165-01-CPPB)• AHA (13BGIA17110021)

• NIH CTSA (UL1RR029876)

• NIH Pepper OAIC (P30AG024832)

Mentors & collaborators• Tom Baranowski (BCM)

• Karen Basen-Engquist (MDA)

• Abbey Berenson

• Jim Goodwin

• Koyya Lewis-Powell

• Eloisa Martinez

• Sara Nowakowski

• Ken Ottenbacher

• Jennifer Rowland

• Maria Swartz

• Elena Volpi

Page 42: Gamification of behavior change: Using game mechanics and behavior change techniques in ehealth/mhealth interventions Elizabeth J. Lyons, PhD, MPH Maria

Happy Chinese New Year!