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Application of behavioral theory in computer game design for health behavior change

Application of behavioral theory in computer game design for health behavior change
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Author(s): Ross Shegog (UT-School of Public Health, USA)
Copyright: 2010
Pages: 37
Source title: Serious Game Design and Development: Technologies for Training and Learning
Source Author(s)/Editor(s): Jan Cannon-Bowers (University of Central Florida, USA)and Clint Bowers (University of Central Florida, USA)
DOI: 10.4018/978-1-61520-739-8.ch011

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Abstract

Serious games are gaining profile as a novel strategy to impact health behavior change in the service of national health objectives. Research has indicated that many evidence-based programs are effective because they are grounded in behavioral and motivational theories and models such as the PRECEDE model, the Health Belief Model, Social Cognitive Theory, the Theory of Reasoned Action, the Transtheoretical Model, Attribution Theory, and the ARCS model. Such theories assist in understanding health behavior problems, developing salient interventions, and evaluating their effectiveness. It follows, therefore, that serious games can be made optimally effective in changing health behavior if they are also informed by these theories. A successful intervention development framework (Intervention Mapping) provides a means to enable game developers to use theory to inform the design of effective games for health. This chapter describes useful theories and models for health game design, introduces the intervention mapping process, and describes a case study of a theory- and empirically-based serious health game intervention that has used these approaches and has been rigorously evaluated.

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