Developed with experts in the field of
behavior change and serious games.
References and excerpt from the frameworks used
Based on the latest scientific research, the system was developed with behavior change and serious game experts. Our method combines evidence-based behavior change interventions with serious games. A high level of effectiveness is achieved by adapting the interventions used to the personal motivation profile.
Health behavior change
Glanz et al.: „Health behavior and health education: theory, research, and practice.” John Wiley & Sons, 2008.
Michie et al.: „The behaviour change wheel. A guide to designing interventions. Great Britain: Silverback.”, 2014.
Rhea, Christopher K., Danielle T. Felsberg, and Jaclyn P. Maher. “Toward Evidence-Based Smartphone Apps to Enhance Human Health: Adoption of Behavior Change Techniques.” American Journal of Health Education 49.4 (2018): 210-213.
Conroy, David & Yang, Chih-Hsiang & Maher, Jaclyn. (2014). “Behavior Change Techniques in Top-Ranked Mobile Apps for Physical Activity.” American journal of preventive medicine. 46. 649-52. 10.1016/j.amepre.2014.01.010.
Serious games siare games that are not primarily intended for entertainment, but also have an objective and want to convey something, e.g. educational games. Knowledge is imparted in a playful way and has an entertainment aspect. Cf. Michael, David R., and Sandra L. Chen. “Serious games: Games that educate, train, and inform.” Muska & Lipman/Premier-Trade, 2005.
Mitgutsch K, Alvarado N: “Purposeful by design?: a serious game design assessment framework.” In Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12). ACM, New York, NY, USA, (2012) 121-128.
Cheek C, Fleming T, Lucassen MF, Bridgman H, Stasiak K, Shepherd M, Orpin P: “Integrating Health Behavior Theory and Design Elements in Serious Games.” JMIR Ment Health (2015);2(2):e11.