Serious Gaming for Behaviour Change: A Systematic Review
Abstract
:1. Introduction
1.1. Serious Games & Gamification
1.2. Definition of Behaviour Change Games
1.3. Game Design Elements and Behaviour Change
1.4. Behaviour Change Theories and Effective Game Design
1.5. Problem Statement
2. Methods
2.1. Identifying Terms and Databases
2.2. Selection of Papers Method for the Review
3. Data Analysis
3.1. Categorisation of Games
3.2. Categorisation of Objects
4. Results
Generic Findings
5. General Findings
5.1. Literature of Game Features
5.2. Theories of Behaviour Change
6. Findings on Game Features in Relevant Fields
6.1. Literature in the Health Domain
6.2. Literature in the Psychology Domain
6.3. Literature in the Education Domain
7. Discussion
7.1. Game Features
7.1.1. Health
7.1.2. Psychology
7.1.3. Education
7.2. Behaviour Change Theories
8. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Category | Game Elements | Frequencies | Studies (e.g.,) |
---|---|---|---|
Mechanics | Challenges | 72 | [53,54,55,56] |
Feedback | 63 | [53,57,58,59] | |
Rewards | 76 | [60,61,62] | |
Competition | 48 | [63,64,65,66] | |
Resource acquisition | 8 | [53,67,68,69] | |
Wining/failure states | 11 | [57,61,70,71] | |
Components | Achievements | 20 | [60,72,73,74] |
Avatars | 40 | [53,61,75] | |
Badges | 28 | [76,77,78,79] | |
Leaderboard | 33 | [80,81,82,83] | |
Levels | 42 | [84,85,86] | |
Points | 69 | [53,87,88,89] | |
Latent Features | Boss Fights | 2 | [90,91] |
Collections | 5 | [90,92] | |
Content unlocking | 2 | [68,93] | |
Gifting | 4 | [94,95] | |
Quests | 17 | [53,61,96] | |
Teams | 13 | [97,98] | |
Virtual Goods | 9 | [99,100,101] | |
Other Game Features | Rules | 24 | [102,103] |
Scaffolds | 5 | [104,105] | |
Curiosity | 1 | [106] | |
Immersion | 18 | [91,104,107] | |
Social | 12 | [62,108,109] | |
Scenario exposition | 13 | [110,111,112] | |
Problem Setup | 1 | [112] | |
Offer Choice | 17 | [112,113,114] | |
Provide Direction | 1 | [115] | |
Elicit Action/Decision | 38 | [88,116] | |
Time constraint | 11 | [103,110,117] | |
Game genre | 18 | [118,119] | |
Role Playing | 27 | [120,121] | |
Discovery | 1 | [122] | |
Augmented/Virtual reality | 10 | [59,123,124] | |
Control | 16 | [78,85,125] | |
Interactivity | 20 | [105,126] | |
Realism | 10 | [91,122,127] | |
Narrative | 2 | [128,129] | |
Strategy | 9 | [6,130,131] | |
Collaboration | 25 | [70,132,133] | |
Clear goals | 28 | [53,63,134,135] | |
Communication | 7 | [62,102] |
Theories | Frequency | Examples of Studies Which Adopt the Theory |
---|---|---|
Self-Determination Theory | 34 | [57,58,102] |
Theory of Planned Behaviour | 13 | [73,78,121] |
Social Cognitive Theory | 11 | [59,136,137] |
Motivational Theory | 9 | [78,103,108] |
Flow Theory | 8 | [59,115,138] |
Theory of Fun | 5 | [112,133,139] |
Cognitive Evaluation Theory | 3 | [103,140,141] |
Self-Perception Theory | 3 | [91,113,117] |
Elaboration Likelihood Model | 1 | [136] |
Game Features | Health | Psychology | Education |
---|---|---|---|
Challenges | 19 | 16 | 12 |
Rewards | 18 | 20 | 17 |
Points/Scoring | 14 | 13 | 11 |
Competition | 7 | 13 | 12 |
Feedback | 13 | 8 | 14 |
Levels | 11 | 8 | 10 |
Avatars | 8 | 13 | 6 |
Behaviour Change Theories | Health | Psychology | Education |
Social Cognitive Theory | 7 | 4 | 1 |
Self-Determination Theory | 5 | 11 | 7 |
Theory of Planned Behaviour | 2 | 5 | 2 |
Theory of Fun | 2 | 4 | 1 |
Motivational Theory | 1 | 1 | 1 |
Self-perception Theory | 1 | 2 | 0 |
Cognitive Evaluation Theory | 0 | 0 | 1 |
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Hammady, R.; Arnab, S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022, 13, 142. https://doi.org/10.3390/info13030142
Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information. 2022; 13(3):142. https://doi.org/10.3390/info13030142
Chicago/Turabian StyleHammady, Ramy, and Sylvester Arnab. 2022. "Serious Gaming for Behaviour Change: A Systematic Review" Information 13, no. 3: 142. https://doi.org/10.3390/info13030142
APA StyleHammady, R., & Arnab, S. (2022). Serious Gaming for Behaviour Change: A Systematic Review. Information, 13(3), 142. https://doi.org/10.3390/info13030142