2015
DOI: 10.1089/g4h.2014.0142
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Design Rationale Behind the Serious Self-Regulation Game Intervention “Balance It”: Overweight Prevention Among Secondary Vocational Education Students in The Netherlands

Abstract: The aim of this study was to provide a design rationale for game interventions targeting health-related behaviors. We developed a coherent program design in which both health behavior change and usability factors are addressed. The IM protocol can serve as a useful guide for decision making in program development and evaluation.

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Cited by 16 publications
(16 citation statements)
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References 29 publications
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“…It was designed as an educational, strategic game that could be played on a daily basis for 4 continuing weeks or on a weekly basis for 6 continuing weeks. Within each game, players set their own graded tasks (eg, to eat two pieces of fruit per day), which were selected from a multiple-choice list ( Figure 1 ; [ 30 ]). They monitored and evaluated these goals on a daily or weekly basis, depending on the type of game they chose to play.…”
Section: Methodsmentioning
confidence: 99%
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“…It was designed as an educational, strategic game that could be played on a daily basis for 4 continuing weeks or on a weekly basis for 6 continuing weeks. Within each game, players set their own graded tasks (eg, to eat two pieces of fruit per day), which were selected from a multiple-choice list ( Figure 1 ; [ 30 ]). They monitored and evaluated these goals on a daily or weekly basis, depending on the type of game they chose to play.…”
Section: Methodsmentioning
confidence: 99%
“…Reinforcement was given in the form of obtainable “Tetris-shaped” building blocks and the allocation of “super powers” after goal accomplishment and self-evaluation of the targeted behavior. With these building blocks, players were encouraged to build a tower and to keep the tower in balance (see Figure 1 ; for a full description of the game design and content see [ 30 ]).…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Examples of their use in a game can be found in a serious game, 'Squire's Quest II 0 , to improve a healthy diet for children, where real-life goal attainment was linked to advancing in the game, by receiving enough badges to become a knight (Thompson et al, 2015). In a serious game for a healthy diet and physical activity among adolescents, 'Balance It', real-life goal evaluation and achievement were linked to receiving rewards, since these actions provided building blocks players needed to construct their 'Angry Birds'-like tower in the game (Spook et al, 2015). Certain game types, such as adventure games, role-playing games and strategy games (Prensky, 2007), may be well-suited to the use of selfregulation techniques, where the game also requires meeting goals, proactively avoiding barriers and picking the best strategies to reach these goals.…”
Section: Discussionmentioning
confidence: 99%
“…A limitation of this development process was the limited resources available for investment in advanced features such as "gamification" [65]. Although most adolescents during the meetings would have preferred this as a feature, we were unable to integrate it into the current version of the app.…”
Section: Discussionmentioning
confidence: 99%