CORE Group’s Social and Behavior Change Working Group held a journal club discussion on gameification for behavior change. Apps and other smart tech interfaces are not the only way to use gamification in behavior change, but are the most studied examples of gamification in health and wellbeing. In this journal discussion we looked at the specific example of a substance abuse and relationship violence prevention web tablet app for youth, the use of gamification concepts and how they were applied to the behavior change challenge, and potentials for application in other contexts (e.g., low-resource, low-tech, adult audience).
Article: Schoech, D., Boyas, J., Black, B., & Elias-Lambert, N. (2013). Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths. Journal of Technology in Human Services. 31. 197-217. 10.1080/15228835.2013.812512.
Additional Reference: Johnson, D., Deterding, S., Kuhn, K., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. doi:10.1016/j.invent.2016.10.002.
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View materials from the webinar: