JMIR Serious Games (Mar 2024)

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

  • Falk Lieder,
  • Pin-Zhen Chen,
  • Mike Prentice,
  • Victoria Amo,
  • Mateo Tošić

DOI
https://doi.org/10.2196/43078
Journal volume & issue
Vol. 12
p. e43078

Abstract

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BackgroundMany people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission. ObjectiveIn this study, we introduced a principled mathematical method for determining how many points should be awarded or deducted for the enactment or omission of the desired behavior, depending on when and how often the person has succeeded versus failed to enact it in the past. We called this approach optimized gamification of behavior change. MethodsAs a proof of concept, we designed a chatbot that applies our optimized gamification method to help people build healthy water-drinking habits. We evaluated the effectiveness of this gamified intervention in a 40-day field experiment with 1 experimental group (n=43) that used the chatbot with optimized gamification and 2 active control groups for which the chatbot’s optimized gamification feature was disabled. For the first control group (n=48), all other features were available, including verbal feedback. The second control group (n=51) received no feedback or reminders. We measured the strength of all participants’ water-drinking habits before, during, and after the intervention using the Self-Report Habit Index and by asking participants on how many days of the previous week they enacted the desired habit. In addition, all participants provided daily reports on whether they enacted their water-drinking intention that day. ResultsA Poisson regression analysis revealed that, during the intervention, users who received feedback based on optimized gamification enacted the desired behavior more often (mean 14.71, SD 6.57 times) than the active (mean 11.64, SD 6.38 times; P.11 in all cases). After the intervention, the experimental group performed the desired behavior as often as the 2 control groups (P≥.17 in all cases). ConclusionsOur findings suggest that optimized gamification can be used to make digital behavior change interventions more effective. Trial RegistrationOpen Science Framework (OSF) H7JN8; https://osf.io/h7jn8