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Integrating Health Behavior Theory and Design Elements in Serious Games.

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Summary

This study identified key design elements for SPARX, a serious game for adolescent depression, using a user-centered approach. The findings emphasize incorporating autonomy, competence, and relatedness to enhance engagement and effectiveness in digital health interventions.

Keywords:
SPARXadherenceadolescentcognitive behavior therapydepressionmotivationonline interventionself-efficacyuser-centered

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Area of Science:

  • Digital Health Interventions
  • Serious Games Design
  • Adolescent Mental Health

Background:

  • Internet interventions can improve health and well-being, reaching many users.
  • Serious games offer optimized adherence and impact for health interventions.
  • Theory-based, psychologically tailored interventions are more effective for behavior change.

Purpose of the Study:

  • To identify critical design elements of SPARX, a serious game for adolescent depression.
  • To understand these elements from a user-centered perspective.

Main Methods:

  • A model integrating health behavior change theory and serious game design was developed.
  • Data from 5 studies, including 22 focus groups and 66 interviews with youth and families, were analyzed.
  • User perceptions were mapped onto the established framework.

Main Results:

  • A framework based on Self-Determination Theory (SDT) constructs (autonomy, competence, relatedness) was established.
  • User perceptions aligned with the framework across four design areas: computer game, accessibility, working alliance, and immersive learning.
  • The model provides a theoretical basis for understanding user needs in serious game design.

Conclusions:

  • The study articulated serious game design elements from a user-centered viewpoint within a coherent framework.
  • This framework aids in incorporating design elements that foster autonomy, competence, and relatedness, crucial for sustained motivation and behavior change.
  • User involvement in program design is essential for creating effective serious games.