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Gamifying a BCSS: rehearsal and reflection in reinforcing a health message response

Piiastiina Tikka, Miia Laitinen, Iikka Manninen and Harri Oinas-Kukkonen

Behaviour and Information Technology, 2020, vol. 39, issue 11, 1192-1203

Abstract: A gamified approach to promoting reflection and to engaging users in rehearsing decision-making in a dietary context was studied. The game was based on the principles of the Implicit Attitude Test, but was not a complete IAT in itself like the original test at projectimplicit.net: by categorising food items under positive or negative associations the players gained points according to their categorisation speed but the score was merely indicative of attitudinal alignment with the target response. Showing the scores was a vehicle for reflection, and repeated playing constituted response rehearsal. Research questions: (1) does a gamified process of drawing attention to implicit attitudes evoke self-reflection and (2) does gamification of response rehearsal contribute positively to behaviour change? We expected the exposure to one’s own choices in the game to heighten the awareness of personal food choices. Experiment participants (N = 58) played the game over a five-day period. Constructs of Rehearsal, Reflection, Perceived Persuasiveness, and Perceived Health Behaviour Change were analysed using PLS-SEM. The findings point to rehearsal having a role in how reflection and perceived persuasiveness are connected. Reflection was involved in the self-reported behaviour change, and perceived persuasiveness can promote behaviour change. Open-ended questions showed awareness of choice having a behavioural effect.

Date: 2020
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DOI: 10.1080/0144929X.2019.1656778

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