A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages

The design and implementation of applications for behavior change should be preceded by careful analysis of the behavior change process and the target population. We, therefore, present on the basis of a blended research approach a rationale, opportunities and basic requirements for an application t...

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Main Authors: Robbert Jan Beun, Claire Luiten, Chris Verbeek, Maartje P. Poelman
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-01-01
Series:Frontiers in Digital Health
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fdgth.2020.564529/full
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spelling doaj-f6de4f4c40a1470d8a787dadf9993ae22021-01-18T05:57:18ZengFrontiers Media S.A.Frontiers in Digital Health2673-253X2021-01-01210.3389/fdgth.2020.564529564529A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened BeveragesRobbert Jan Beun0Claire Luiten1Chris Verbeek2Maartje P. Poelman3Department of Information and Computing Sciences, Utrecht University, Utrecht, NetherlandsDepartment of Human Geography and Spatial Planning, Faculty of Geosciences, Utrecht University, Utrecht, NetherlandsFaculty of Science, Informatics Institute, University of Amsterdam, Amsterdam, NetherlandsChair Group Consumption and Healthy Lifestyles, Wageningen University & Research, Wageningen, NetherlandsThe design and implementation of applications for behavior change should be preceded by careful analysis of the behavior change process and the target population. We, therefore, present on the basis of a blended research approach a rationale, opportunities and basic requirements for an application that offers a program for reducing intake of sugar sweetened beverages (SSB) by adolescents. This paper discusses the role of e-coaching and gamification as two high-touch design patterns in the behavior change process. Both design patterns aim at supporting the individual in a transformational journey from a current state toward a desired state where the detrimental behavior should be replaced by healthy alternative behavior. First, an elementary behavior scheme is introduced that frames three empirical studies. In the first study (plenary focus groups; n = 13), participants advised to include system recommendations for alternative healthy behavior, stressed the need for personalization of the e-coach and showed strong appreciation for the inclusion of gamification elements. The second study (online survey; n = 249) showed that SSB-intake is highly contextual and that reasons for (limiting) consumption SSB varies greatly between individuals, which the e-coach application should take into account. In a final small-scale pilot study (n = 27), we observed the potential of the inclusion of gamification elements, such as challenges and rewards, to increase compliance to the self-monitoring process of SSB consumption. Building upon these insights and prior studies, we argue that an e-coach mimics the collaborative practice of the program; its main task is to enrich the interaction with cooperative conversational experiences, in particular with respect to the alignment between user and system, motivational encouragement, personalized advice, and feedback about the activities. In addition, we outline that gamification not only has the potential to increase self-monitoring of the target behavior, user engagement, and commitment with the intervention program, but also enables a designer to shift long-term negative outcome of excessive intake in real life to short-term consequences in a virtual environment. In future larger follow-up studies, we advise to integrate the two design patterns within a social network of virtual and human agents that play a variety of competitive, normative and supportive roles.https://www.frontiersin.org/articles/10.3389/fdgth.2020.564529/fullbehavior changedesign patternsgamificatione-coachingsugar sweetened beveragesadolescents
collection DOAJ
language English
format Article
sources DOAJ
author Robbert Jan Beun
Claire Luiten
Chris Verbeek
Maartje P. Poelman
spellingShingle Robbert Jan Beun
Claire Luiten
Chris Verbeek
Maartje P. Poelman
A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
Frontiers in Digital Health
behavior change
design patterns
gamification
e-coaching
sugar sweetened beverages
adolescents
author_facet Robbert Jan Beun
Claire Luiten
Chris Verbeek
Maartje P. Poelman
author_sort Robbert Jan Beun
title A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
title_short A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
title_full A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
title_fullStr A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
title_full_unstemmed A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages
title_sort rationale for a gamified e-coach application to decrease the consumption of sugar sweetened beverages
publisher Frontiers Media S.A.
series Frontiers in Digital Health
issn 2673-253X
publishDate 2021-01-01
description The design and implementation of applications for behavior change should be preceded by careful analysis of the behavior change process and the target population. We, therefore, present on the basis of a blended research approach a rationale, opportunities and basic requirements for an application that offers a program for reducing intake of sugar sweetened beverages (SSB) by adolescents. This paper discusses the role of e-coaching and gamification as two high-touch design patterns in the behavior change process. Both design patterns aim at supporting the individual in a transformational journey from a current state toward a desired state where the detrimental behavior should be replaced by healthy alternative behavior. First, an elementary behavior scheme is introduced that frames three empirical studies. In the first study (plenary focus groups; n = 13), participants advised to include system recommendations for alternative healthy behavior, stressed the need for personalization of the e-coach and showed strong appreciation for the inclusion of gamification elements. The second study (online survey; n = 249) showed that SSB-intake is highly contextual and that reasons for (limiting) consumption SSB varies greatly between individuals, which the e-coach application should take into account. In a final small-scale pilot study (n = 27), we observed the potential of the inclusion of gamification elements, such as challenges and rewards, to increase compliance to the self-monitoring process of SSB consumption. Building upon these insights and prior studies, we argue that an e-coach mimics the collaborative practice of the program; its main task is to enrich the interaction with cooperative conversational experiences, in particular with respect to the alignment between user and system, motivational encouragement, personalized advice, and feedback about the activities. In addition, we outline that gamification not only has the potential to increase self-monitoring of the target behavior, user engagement, and commitment with the intervention program, but also enables a designer to shift long-term negative outcome of excessive intake in real life to short-term consequences in a virtual environment. In future larger follow-up studies, we advise to integrate the two design patterns within a social network of virtual and human agents that play a variety of competitive, normative and supportive roles.
topic behavior change
design patterns
gamification
e-coaching
sugar sweetened beverages
adolescents
url https://www.frontiersin.org/articles/10.3389/fdgth.2020.564529/full
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