Reflection Through Gaming: Reinforcing Health Message Response Through Gamified Rehearsal

  • Piiastiina Tikka
  • Miia Laitinen
  • Iikka Manninen
  • Harri Oinas-Kukkonen
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10809)

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.

Keywords

Persuasive technology Behavior change Gamification Self-reflection Perceived Persuasiveness PSD PLS-SEM 

Notes

Acknowledgement

Harri Oinas-Kukkonen wishes to thank the Finnish Cultural Foundation for supporting this research.

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Piiastiina Tikka
    • 1
  • Miia Laitinen
    • 1
  • Iikka Manninen
    • 1
  • Harri Oinas-Kukkonen
    • 1
  1. 1.University of OuluOuluFinland

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