Reflection through gaming : reinforcing health message response through gamified rehearsal
Tikka, Piiastiina; Laitinen, Miia; Manninen, Iikka; Oinas-Kukkonen, Harri (2018-04-03)
Tikka P., Laitinen M., Manninen I., Oinas-Kukkonen H. (2018) Reflection Through Gaming: Reinforcing Health Message Response Through Gamified Rehearsal. In: Ham J., Karapanos E., Morita P., Burns C. (eds) Persuasive Technology. PERSUASIVE 2018. Lecture Notes in Computer Science, vol 10809. Springer, Cham
© Springer International Publishing AG, part of Springer Nature 2018. This is a post-peer-review, pre-copyedit version of an article published in Persuasive Technology : 13th International Conference, PERSUASIVE 2018, Waterloo, ON, Canada, April 18-19, 2018, Proceedings. The final authenticated version is available online at: http://dx.doi.org/10.1007/978-3-319-78978-1_17.
https://rightsstatements.org/vocab/InC/1.0/
https://urn.fi/URN:NBN:fi-fe2019041712683
Tiivistelmä
Abstract
Reflection is generally considered an effective means of achieving behavior change. A gamified approach to promoting rehearsal and reflection in a healthy eating context was studied. The game was based on the principles of the Implicit Attitude Test: by categorizing food items under positive or negative associations the players would gain points according to how fast they categorized foods under positive or negative associations. Game scores constituted feedback for reflection, and repeated playing constituted rehearsal of target responses. Experiment participants (N = 58) played the game over a five-day period. Constructs of Rehearsal (REH), self-reported questionnaire responses on Reflection (REFL) and Perceived Persuasiveness (PEPE), and self-reported Perceived Health Behavior Change (PHBC) were analyzed using PLS-SEM. The results show that PLAY moderates the REFL-PEPE relationship, and there are also significant relationships between REH and PEPE, PEPE and PHBC, and REFL and PHBC.
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