Participants' Experience with Gamification Elements of a School-Based Health Promotion Intervention in Italy: A Mixed Methods Study.

Giovanni Aresi, Benedetta Chiavegatti, Elena Marta
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Abstract

Gamified interventions consist of a combination of game elements designed to motivate and engage users, thus addressing issues of participant low participation and enthusiasm in interventions. Gamification does not work well in all situations and its success depends on the context and target users. However, there is a lack of research on analog health interventions. Qualitative and quantitative data were collected in parallel to examine participants' experiences with Food Game, an analog gamified intervention designed to promote healthier and more sustainable food choices among high school students. Teams of students compete to complete peer-led thematic challenges. Sixty-four students from the 2022/23 edition participated in focus group interviews (N = 11), and 119 completed a survey (56.1% response rate) with indicators of responsiveness and perceived motivational impact of the program's five game elements. Results indicate a relatively high level of engagement with the program. Students valued Food Game because it gave them the opportunity to demonstrate their sense of agency and autonomy and to work in a group with their peers, thus addressing basic needs for competence, relatedness, and autonomy as described by Self-Determination Theory and providing an empowering experience. The least motivating game element in the Food Game was the leaderboard and inter-team competition. Focus group data confirmed students' ambivalence about the competition embedded in the program and pointed to potential unintended consequences, including inter-team conflict, stress, and reduced intrinsic motivation to play. The strengths and weaknesses of Food Game approach to gamification are discussed, along with implications for prevention research and practice.

意大利参与者对校本健康促进干预游戏化元素的体验:混合方法研究
游戏化干预包括旨在激励和吸引用户的游戏元素组合,从而解决参与者在干预中参与度低和热情低的问题。游戏化并不适用于所有情境,它的成功取决于情境和目标用户。然而,缺乏对模拟健康干预措施的研究。定性和定量数据同时收集,以检查参与者对食物游戏的体验,这是一种模拟游戏化干预,旨在促进高中生更健康、更可持续的食物选择。学生团队竞争完成由同学领导的主题挑战。来自2022/23版的64名学生参加了焦点小组访谈(N = 11), 119名学生完成了一项调查(回复率为56.1%),该调查的指标是该计划的五个游戏元素的响应性和感知动机影响。结果表明,该计划的参与程度相对较高。学生们看重食物游戏,因为它让他们有机会展示自己的能动性和自主性,并与同伴一起在团队中工作,从而满足自我决定理论所描述的能力、关系和自主性的基本需求,并提供一种授权体验。《食物游戏》中最缺乏激励的游戏元素便是排行榜和团队间竞争。焦点小组的数据证实了学生们对项目中嵌入的竞争的矛盾心理,并指出了潜在的意想不到的后果,包括团队间的冲突、压力和游戏内在动机的降低。讨论了食物游戏化方法的优势和劣势,以及对预防研究和实践的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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