Evaluation of Balance it, a (mobile) serious self-regulation game intervention targeting overweight-related behaviors among students

Authors

  • J. Spook
  • T. Paulussen
  • G. Kok
  • P. van Empelen

Abstract

Background: e-Health interventions are promising, but (continued) use and effectiveness remain disappointing. Serious gaming may promote persistent use and facilitate learning. We evaluated a systematically developed serious self-regulation game intervention (“Balance itâ€) targeting DI and PA among Dutch students. Methods: 93 students (aged 17-18 years) evaluated “Balance it†at four weeks follow-up. A mixed methods design (self-reported and objective data) was used to map intervention use. Findings: 72% of the participants reported intervention use compared to 59% of the participants who were objectively registered by the game. Participants played “Balance it†12.75 times on average, were more likely to set health promotion goals (e.g. walking) than risk reduction goals (snack consumption), and were more likely to achieve their health promotion goals. Goal accomplishment was related to a positive mood (r = .24, p =.000). Participants were less likely to use prompts after goal accomplishment (r = -.30, p = .000). Discussion: The pilot study showed that gaming elements were positively evaluated and may stimulate use. Results of the effect evaluation will be presented at the conference.

Published

2015-12-31

Issue

Section

Poster presentations