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.