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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
Games
Interactive, adaptive, immersive,
impactful experiences
Challenge to reach a goal
Feedback on progress
New platforms, displays,
sensors, data sources
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
Researcher’s 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
(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!)
(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
(3) Specify the game concept and goals
Which behaviors  Game goals and
can a game improve? intended outcomes
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?
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
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
Evidence-based design
Draws from theory and research findings to improve:
 Engagement
 Motivation
 Attitude change
 Self-concept change
 Learning
 Skill development
 Behavior change
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
Social connection is
engaging
Self Determination Theory
Social comparison (leaderboard)
Social support, coaching
Teach a character
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
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
Self-concept change
Rehearsal  Self-efficacy
Role modeling
Feedback on success
Avatar of self
 Experiment with new identities
and feel empathy
 Aspirational avatar, project one’s
ideal identity and experience it
 The Proteus Effect
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
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
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
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
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 player’s abilities
 FDA approval
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
Behavior change – social
Behavior change – social
Behavior change – inter-generational
Behavior change – better communication
with medical team about health concerns
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 player’s intrinsic values and motivations
Iterative testing and redesign are essential
A game can be fun and effective – don’t squelch the fun
Learning, skill development, striving, problem-solving, failing/retrying
are fun – not stealth, not broccoli covered in chocolate sauce!
Proverb
Tell me and I forget.
Show me and I remember.
Involve me and I understand.
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

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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
  • 2. Games Interactive, adaptive, immersive, impactful experiences Challenge to reach a goal Feedback on progress New platforms, displays, sensors, data sources
  • 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. Researcher’s 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
  • 13. Social connection is engaging Self Determination Theory Social comparison (leaderboard) Social support, coaching Teach a character
  • 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 one’s 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 player’s 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
  • 25. Behavior change – inter-generational
  • 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 player’s intrinsic values and motivations Iterative testing and redesign are essential A game can be fun and effective – don’t 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