=Paper= {{Paper |id=Vol-2055/paper6 |storemode=property |title=NUDGE – NUtritional, Digital Games in Enable |pdfUrl=https://ceur-ws.org/Vol-2055/paper6.pdf |volume=Vol-2055 |authors=Hanna Schäfer,David A. Plecher,Sophie L. Holzmann,Georg Groh,Gudrun Klinker,Christina Holzapfel,Hans Hauner |dblpUrl=https://dblp.org/rec/conf/chiplay/SchaferPHGKHH17 }} ==NUDGE – NUtritional, Digital Games in Enable== https://ceur-ws.org/Vol-2055/paper6.pdf
                   NUDGE - NUtritional, Digital Games in Enable
             Hanna Schäfer                                        David A. Plecher                      Sophie L. Holzmann
          hanna.schaefer@tum.de                                   plecher@in.tum.de                   sophie.holzmann@tum.de

                 Georg Groh                                        Gudrun Klinker                       Christina Holzapfel
               grohg@in.tum.de                                    klinker@in.tum.de                  christina.holzapfel@tum.de

               Hans Hauner                                   Technical University of
            hans.hauner@tum.de                                      Munich
                                                                   Germany




Figure 1. Teaser figure of the NUDGE platform. Left: Central avatar element and the nutritional feedback screen. Middle: Motivational nudges and
social cooking events. Right: Preview of the serious game prototype "Fit, Food, Fun".


ABSTRACT                                                                       Author Keywords
The digital games platform NUDGE (NUtritional, Digital                         Nutrition; Health; Adolescents; Gamification; Serious Games;
Games in Enable) is one of the digital nutritional commu-                      Persuasion; Personalization; enable-Cluster;
nication systems within the nutrition research cluster enable.
NUDGE aims at changing the nutritional behavior of adoles-
cents using different levels of persuasion. The central platform               INTRODUCTION
element is a personalized avatar representing the user’s nutri-                Overweight and obesity, especially in the younger population,
tion and game status as playful feedback. Additionally, real                   are major health concerns worldwide (WHO, [34]). Accord-
world interactions are integrated using tailored nudges, social                ing to a European statistic more than 60% of children that are
connections, and real life challenges. Finally, different serious              affected by overweight before puberty will maintain weight in
games, e.g. the "Fit, Food, Fun" prototype, are used to increase               young adulthood (WHO, [33]).
the user’s knowledge and capabilities regarding nutrition. The                 The interdisciplinary enable-cluster is one of four clusters
NUDGE platform is going to be evaluated in a pilot study in                    about nutrition research funded by the German Federal Min-
spring 2018.                                                                   istry of Education and Research (BMBF) [14]. In one of its
                                                                               core projects, enable investigates digital communication strate-
                                                                               gies to improve nutrition behavior. As a result, the NUDGE
                                                                               system is designed as an educative and preventive tool for ado-
                                                                               lescents to impart nutritional knowledge in a playful and moti-
                                                                               vational setting. To reach this goal, it promotes health-related
                                                                               outcomes using serious games [1] and different persuasive
                                                                               elements [27].
                                                                               Besides the imparting of nutritional knowledge, NUDGE tries
                                                                               to accompany its users by creating positive feedback loops
                                                                               using both automated and real world input to ensure the users
Positive Gaming: Workshop on Gamification and Games for Wellbeing A CHI PLAY
’17 Workshop, October 15, 2017, The Netherlands c 2017 Copyright held by the   feel comfortable with their behavioral changes.
authors/owners.
PREVIOUS WORK ON HEALTH GAMES                                       be to give the user achievements, when he fills his nutritional
There have been several studies on different types of games         diary. A serious game however would incorporate the nutri-
for health and fitness. [3] reviewed 25 video games and found       tional knowledge and offer activities, that will transfer that
that they were split into different outcomes such as knowledge      knowledge actively to the user. At the same time the gaming
increase and changes in attitude and behavior. Since NUDGE          character is stimulating the user’s intrinsic motivation to play
wants to encompass a holistic approach the following six well       and to learn [36]. The primary purpose of a serious game is
cited serious games were reviewed regarding their persuasive        to transfer knowledge in a playful gaming context [11]. The
strategies and health-related goals.                                NUDGE platform uses the concepts of serious gaming and
One of the first digital nutritional games, ’Packy & Marlon’,       motivational stimulation in different nutritional mini-games.
was designed for children and adolescents with diabetes [8].
The playing children had to manage the blood glucose levels         Persuasive Gaming
of two elephants with diabetes by choosing adequate food and        Persuasive strategies are application components that are de-
insulin quantities. A six-month randomized controlled trial         signed to influence the user’s behavior or attitude towards a
(n=59; age=8-16 years) showed that after playing the user’s         predefined goal [16]. [27] defined a framework with 28 differ-
knowledge about diabetes increased, while the amount of ur-         ent persuasive strategies. [35] reviewed the implementation of
gent hospital visits decreased.                                     those different strategies in 44 papers from different domains.
The game ’HungryRedPlanet’ [2] (age=10-15 years) used               For the health domain, they came up with the following ten
a similar approach for healthy adolescents by utilizing the         most used strategies: feedback, self-monitoring, suggestion,
USDA (U.S. Department of Agriculture) Pyramid Guide for             social role, simulation, tailoring, tunneling, reminders, reduc-
a healthy and balanced nutrition. Similar to the game ’Packy        tion, and reward.
& Marlon’, the goal of this game is to manage adequate food         There are drawbacks to some of these strategies regarding their
quantities to win the game and stop earths starvation.              applicability to all user groups. Some strategies only work for
The two serious games ’Escape from Diab’ (2010) [32]                specific selection of personality types. [28] and [20] describe
(age=10-12 years) and ’PLAY, MATE!’ (2010) [4] (n=180;              how using generic persuasive strategies might even reverse the
age=9-12 years) focused on persuasion and behavior change           motivational effect for specific personality types. However,
in addition to the knowledge transfer. The study of [4] showed      strategies such as competition, comparison, self-monitoring
that games and persuasive elements could increase the physi-        and suggestion seem to be effective on most personality types
cal activity without disturbing the enjoyment of players.           [30]. The NUDGE platform uses the concepts of feedback,
More health games are starting to integrate different persuasive    self-monitoring, social role, simulation, tailoring, reminders,
concepts to address different target groups. For example, the       rewards and personalization.
National Mindless Eating Challenge (NMEC) [19] (n=2053;
age=39,8 years in average) integrated comparisons, customiza-       Positive Gaming
tion, rewards, personalization and suggestions. Finally, the        The concept of positive computing was defined by Calvo
game ’Move2Play’ [5] (n=12; age=12-13 years) provides a             and Peters (2014) [9] and includes three different design ap-
setup for physical activity similar to the one NUDGE is im-         proaches. The preventative design methodology excludes any
plementing for nutrition. They integrated monitoring, goal-         negative influence of the systems towards the user, while the
setting, a social component, achievements, rewards, and an          active design methodology tries to integrate elements, that
avatar component. Their small study showed, that the chil-          specifically use positive influence on the user. Finally, the
dren were able to understand all different components of the        dedicated design approach focuses on applications that have
setup and enjoyed the customizing of the avatar and the social      wellbeing as their primary goal. To implement those design
components.                                                         strategies [9] also suggest different factors such as positive
                                                                    emotions, motivation, self-awareness, and empathy that can
CONCEPTS OF GAMES FOR HEALTH                                        be utilized when building positive applications. The NUDGE
In addition to the games review, different theoretical ap-          platform uses the concepts of preventative and active design
proaches influenced the design of the NUDGE platform. The           using different intra- and interpersonal factors such as social
concept of serious gaming was applied to derive mini-games          components and a quantified-self avatar.
for nutritional knowledge and skill transfer. The theory of
persuasive gaming was used to develop the interaction of the        PRELIMINARY WORK
platform such as the avatar and the notification system. The        The target group of the NUDGE platform are adolescents
concept of positive gaming was applied to furthermore im-           aged from 14 to 17 years. In preparation of the nutritional
prove the user’s wellbeing during his behavior change.              game design a survey was conducted. The aim was to de-
                                                                    scribe needs, wishes and motives of German adolescents re-
Serious Gaming                                                      garding nutritional and digital games, in order to design a
Gamification as a preventive tool for promoting health-related      target group-specific serious game fostering an improved nu-
behaviors often lacks in efficacy. It mainly transfers game         trition. Literature [13][15] indicates that nutrition information
elements such as points or leaderboards to a non-gaming con-        in adolescents is deficient and needs to be promoted. In 2010,
tent [12]. In contrast to gamification, serious games offer         the nutrition report of the German Nutrition Society (DGE)
the possibility for an active exploration of serious intellectual   revealed that only about 50% of adolescents are adequately in-
problems [1]. For example, a gamification approach would            formed about nutrition [13]. The questionnaire was developed
through an interdisciplinary team of nutritionists and computer      healthy/unhealthy behavior and thus ease negative feedback
scientists. Socio-demographic and anthropometric data were           given by the system, while still giving motivation through
obtained as well. The 43-item questionnaire has been carried         positive feedback. Finally, the avatar serves as a bus between
out in the form of hard-copy and could be completed in 15            the different serious games. For example, the avatar spends
to 20 minutes. In total, 339 adolescents aged from 13 to 18          energy by playing the serious mini-games to limit the screen
years (46% female), participated in the survey, which has been       time for the participating adolescents. While the user’s nu-
conducted in six general secondary schools of the city and           trition based on the dietary record affects the avatars’ body
administrative district of Rosenheim between June 2016 and           composition, the user’s real life physical activity measured by
June 2017. The survey revealed that the nutritional knowledge        Google Fit API impacts the avatar’s energy level [24]. This
in German adolescents is deficient. At same time, most ado-          physical activity is used to increase the avatar’s energy and
lescents play digital games and desire nutrition information         thus represents another real-life connection. Further avatar
in digital games. Results are in line with findings of another       characteristics, such as the current nutrient level will be inte-
survey (2016) [15]. According to this survey two third of            grated in future serious games e.g. by decreasing visibility or
the 12 to 19 years old participants play digital games daily         slowing movement. Besides the simulation state of the avatar
or several times a week. Taken together, a serious nutritional       regarding real life values such as nutrition and activity, the
game seems to be a potential educative and preventive tool to        avatar also shows the platform status. For example, the avatar
impart nutritional knowledge in order to promote a healthy           will show hunger, if the user has not updated the diary, and
lifestyle in adolescents.                                            it will be excited, if the user has not played any games in a
                                                                     certain time frame. This status feedback serves as a nudge
SYSTEM DESIGN                                                        based on the user’s motivation through self-competition [10].
The NUDGE platform is built as a system connecting multiple
intervention bricks. The core of the platform is a digital avatar.   Social and Motivational Elements
It represents the health state of the user based on a digital        Since the NUDGE platform tries to encompass real-life behav-
nutrition diary. The body composition of the avatar reflects         ior change, the virtual avatar and serious games components
weight gain and loss. In addition to the physically adaption, the    might not be sufficient to guide the users in their transition.
avatar also expresses moods such as hungry, lonely or excited.       Additional persuasive and positive elements that were incorpo-
These moods should motivate the user to perform specific             rated are personality dependent nudges, social support groups
platform actions such as filling his nutrition diary, interacting    and real-life challenges.
with groups, or playing serious games. The avatar can enter          According to [29] 6 of the 21 reviewed persuasive games for
different serious mini-games such as the game prototype "Fit,        nutrition include a social support strategy. In the NUDGE plat-
Food, Fun", which focuses on macro-nutrients and energy con-         form, social support is given by groups of 5-10 people, that
tent of food. Other platform games address physical activity         share challenges, a leaderboard and access to social games,
or micro-nutrient effects. Additionally, the user is motivated       such as the ISS space game. In case of missing social contacts
by a social network and real life challenges, such as group          with similar problems, the system will recommend groups
cooking events. He receives nudges about progress events and         based on age, location, gender and BMI. The group system
social comparisons. The following components try to include          including the group size, group management and leaderboard
the before mentioned persuasive or positive strategies.              was evaluated in a small focus group with five participants and
                                                                     a usability test with five further participants was conducted
Avatar as Central Platform Element                                   as well [23]. Both evaluation methods revealed a positive
Within the avatar different persuasion concepts are combined.        feedback on the general approaches, while the game design
First, the avatar can be adapted to the user’s appearance using      and usability were still criticized.
different hair, clothing and color schemes. The designs were         It has been shown that tailoring nudges and personalizing
specifically chosen to create an emotional connection. This          achievements can strongly increase the motivational effect
design should increase the caretaking motivation between the         [28]. Our personality dependent nudges are based on seven
users and the avatar using a schema of childlike characteristics     gamer types identified by the BrainHex model [26] and the Big
[17]. At the same time the avatar visualizes the nutrition status    Five personality types [18]. Those types are used to select the
of the user based on a dietary record. If the user eats healthy      type of nudges users receive. For example, someone who is a
for more than three days, the avatars bodyweight will decrease       seeker in the BrainHex model, would receive praise nudges on
and new clothing designs will be available. To prevent weight        diary entries, physical activity or weight loss. In addition to
gain from causing negative psychological effects, the body           event nudges, there are achievement nudges such as playing
sizes are limited to 5 stages and were carefully selected in a       all games, or regularly filling the dietary diary.
way that positively depicts even the heavier avatar versions.        The real-life group challenges are integrated in the form of
Besides this visual feedback, the user can also experiment           social cooking events. This kind of challenge solves multiple
with nutritional effects using a fast forward scenario. This         issues of real-life challenges. First, it validates the user’s action
scenario shows the nutrient contents and their implications,         by the social feedback. Secondly, it offers social motivation
in the given future dietary situation [25]. Both approaches          for the user to win the challenge. Finally, it opens a platform
utilize the self-quantification and simulation strategies of the     for exchange about the received nutritional knowledge and
persuasive system design. Regarding positive computing the           other platform elements. These real-life group events were
avatar should externalize the user’s emotions concerning his         evaluated in a small user study [23] with nine participants,
that conducted six different group cooking events within two       waist circumferences) will be obtained. The study outcome
weeks. The study showed, that young people are interested          will be assessed with different validated questionnaires such
in such events. The most effective motivational elements are       as the User Experience Questionnaire [22] and the System Us-
the leaderboard list, showing the best cooking event/host of       ability Scale [7]. Additionally, a domain specific survey will
each group, the motto (e.g. Blue Titanic Dinner), giving each      be used to evaluate the knowledge and skill gain in nutrition.
cooking event a creative aspect, and the ingredient challenges,    Finally, motivational questionnaires will be used pre and post
telling the host to e.g. involve salmon in his dinner.             study to show any changes in the users attitude. We expected
                                                                   the pilot study to show how knowledge gain and behavior
"Fit, Food, Fun" as a Serious Game                                 change can be increased through persuasive and positive game
The NUDGE platform combines different serious games such           elements. Furthermore, we want to show that the users feel
as an ISS space game or a role-play exergame. This chapter         safe and motivated during their behavioral transition due to
exemplary describes one of the serious game prototypes called      the social and motivational platform framework.
"Fit, Food, Fun" [37]. This game concentrates on improving
the nutritional knowledge and on strengthening skills in using     ACKNOWLEDGEMENTS
that knowledge to change dietary behavior. The knowledge           The preparation of this paper was supported by the enable
transfer is embedded in a journey through Europe. In every         cluster and is catalogued by the enable steering committee as
country the user has to succeed in three minigames:                enable 008 (http://enable-cluster.de). This work was funded
The Card Game offers the player two different cards with a         by a grant of the German Ministry for Education and Research
sort of food each. The challenge is to find the card with the      (BMBF) FK 01EA1409H.
highest or lowest value in a certain category like carbs, fats,
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