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Developing Games for Health Behavior Change: Getting Started.

Tom Baranowski1, Richard Buday2, Debbe Thompson1

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This report guides researchers on developing videogames for health (video-G4Hs) as behavioral interventions. It answers common questions about G4H design, team building, and potential unintended consequences for effective implementation.

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Area of Science:

  • Digital Health
  • Behavioral Interventions
  • Game Design

Background:

  • Growing interest in using videogames for health (video-G4Hs).
  • Researchers face challenges in initiating video-G4H development.
  • Need for practical guidance on creating effective G4H interventions.

Purpose of the Study:

  • To provide a comprehensive guide for investigators developing video-G4Hs.
  • To address frequently asked questions regarding G4H creation.
  • To offer insights from experienced G4H developers.

Main Methods:

  • Answering 13 common questions posed by investigators.
  • Drawing on the expertise of a seasoned G4H development team.
  • Structuring guidance around key development phases.

Main Results:

  • Definition and scope of video-G4Hs clarified.
  • Key considerations for team composition provided.
  • Essential elements of G4H design outlined.
  • Strategies for anticipating unintended consequences discussed.

Conclusions:

  • This report offers practical, expert-driven guidance for initiating video-G4H development.
  • Addressing common questions facilitates the creation of effective behavioral interventions.
  • Consideration of design, team, and potential consequences is crucial for successful G4H implementation.