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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Developing a Gamified Behavior Change Support System: Case Implicity - The Food Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Iikka Manninen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Piiastiina Tikka</string-name>
          <email>piiastiina.tikka@oulu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oulu</institution>
          ,
          <addr-line>Pentti Kaiteran katu 1, Oulu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>40</lpage>
      <abstract>
        <p>This paper describes the development process of a gamified mobile Behavior Change Support System for increasing its users' fruit and vegetable consumption. The system was based on the principles of implicit association measures as the behavioral feedback for reflection. The project used the Persuasive Systems Design (PSD) together with gamification principles and the Implicit Association Test (IAT). The present paper describes the background and process of implementing IAT in a gamified form for a mobile device platform. Key outputs from the process include perceiving such a system to be built of a basic BCSS core which is then gamified, and identifying a system to have segments that each have their own relevant persuasive features.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>PSD</kwd>
        <kwd>BCSS</kwd>
        <kwd>Implicit association</kwd>
        <kwd>behavior change</kwd>
        <kwd>systems development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>When building behavior change interventions that are based on self-tracking, the
approach is typically to keep track of some specific behavior or activity. Today’s
technology allows behavior and performance tracking directly, using the various sensors
that are now readily available in just about any smartphone. Alternatively, activities
and behavior can be tracked by self-reported means, for example by writing a food
diary. This approach focuses, necessarily, on what a person is already doing or has
completed doing – the person is already engaged with the target behavior. However, it
is perhaps possible to expand tracking-based behavior change to include attitudes and
automatic thinking in an effort to support actual behavior. Awareness of our own
thinking and attitudes, arising from implicit attitude measures, offers a means to
engage in reflection on our own behavior even at times when not engaging in that
behavior. Such awareness can also allow rehearsing target behaviors and responses to
stimuli in a safe and controlled manner so that we can be ready when a real situation
arises.</p>
      <p>
        In the present paper we describe the development steps leading to the creation of a
gamified Behavior Change Support System (BCSS)[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] for promoting fruit and
vegetable consumption. Using Persuasive Systems Design (PSD) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] model as the design
framework and to guide the development process, we analyzed and evaluated
requirements for a system that would offer an engaging rehearsal environment for the
target behavior. The system employed implicit measures of existing attitudes
(automatic responses) in triggering self-reflection, and allowed response rehearsal as
regards food item responses through gamified rehearsal.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>Implicit Measures of Attitude and Cognitive Dissonance Theory</title>
        <p>
          Implicit association test (IAT) was first presented in a paper by Greenwald, McGhee
and Schwartz [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] as a means for measuring implicit attitudes (attitudes that result
from automatic evaluations not under the control of an individual). In their original
paper, Greenwald et al. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] posited that IAT would be able to reveal attitudes or
automatic associations that would be otherwise unavailable because of variety of reasons.
IAT has been utilized in a wide variety of domains: a meta-analysis on predictive
validity of IAT [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] included nine different domains from intergroup behavior to
consumer preferences, and found that there was variance between the domains. in
socially sensitive topics, IAT’s validity was significantly higher compared to self-report
measures [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          A modified version of the IAT called EAST was used to investigate whether
differences in implicit attitudes toward healthy and unhealthy food existed among obese
children and a control group [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. The study found that obese children did not have an
implicit preference to unhealthy food; however, their implicit attitude towards both
healthy and unhealthy food was greater than what it was in the control group. A study
into implicit and explicit attitudes towards high-fat foods in obese persons and a
control group indicated that implicit attitude in obese subjects towards high-fat foods was
more negative than in the control group [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. The IAT score has also been found to
correlate with dieting activity: participants who according to their self-reported
behavior restricted their intake of high calorie food also had implicit attitudes that
favored low calorie products [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Finally, a study investigating whether IAT can be used
as a predictor of food choice found a small but significant effect of IAT being able to
predict behavioral food choice [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. The above-mentioned studies point to cases where
IAT has been used in the study of implicit attitudes with regards to food. Where
predicting behavior may not always be a straight-forward affair as in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], the studies
illustrate that food and nutrition can be observed through implicit measures.
        </p>
        <p>
          In the development of the application described in this paper, we build the
behavior change potential on self-reflection. As regards self-reflection’s role in behavior
change, one theory that may help in part explain its effectiveness is the cognitive
dissonance theory [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], which posits that when a person encounters information that does
not match his or her present state of cognition, the resulting state of imbalance is so
uncomfortable that the person will try to reduce the dissonance. In the present
gamified BCSS the player is given a score based on his or her response times to common
food items (positive or negative categorization). The higher the score, the more in line
the player is with the target attitude of associating healthier food items with positive
words. However, if the scores are consistently poor, the player is presented with
information that his or her food associations do not match the expectation. The player
sees how his or her thinking is skewed to favor the less-than-healthy food items. The
player must, then, evaluate whether to accept this information and try to change their
behavior or to reject it entirely and carry on as always. The information is, however,
based on an implicit measure that is difficult to explain away – it is not a result of
external factors or influenced by other people – which, we assume, makes the
rejection more difficult.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamification</title>
        <p>
          In their systematic survey of gamification, Seaborn and Fels [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] define gamification
“as the use of game elements and mechanics in non-game contexts” (p. 16). In their
seminal paper on gamification, Deterding, Dixon, Khaled and Nacke [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] define
gamification as “the use of game design elements in non-game contexts". Gamification
has also been described as “process of game-thinking and game mechanics to engage
users and solve problems” [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] and as the “use of game elements and game-design
techniques in non-game contexts” [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          Many alternative, yet distinct, terms related to gamification exist [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Some
examples of these are “productivity games, surveillance entertainment, behavioral
games and applied gaming” [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. One prominent concept is serious games, which
encompasses game software that has been developed with an intention to be more
than entertainment. The purpose of serious game is to provide learning material that is
played through [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. As Seaborn and Fels [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] advocate that gamified systems use
game elements but are not games, and Detering et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] point out that it is
impossible to know whether a system is a game or a gamified application without knowing
the designer’s intentions or without knowing how the users perceive a system, we
propose in the present paper to define the developed application to be a gamified
BCSS to the design intention.
        </p>
        <p>
          Deterding et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] describe five levels of game design. The most concrete level
is interface design patterns, followed by game design patterns and game mechanics.
More abstract levels of game design elements are game design principles and
heuristics, game models and game design methods. Werbach and Hunter [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] define game
design to be a combination of science, art and experience and compare it to strategic
leadership or team management.
        </p>
        <p>
          Game elements are normally expected to be used as parts of an entertainment
game. Gamification aims to use these elements to improve user experience in other
contexts, or as used in the definition, non-game contexts. Deterding et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
explicitly instruct to not place limitations on what these contexts may be. Werbach and
Hunter [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] define non-game contexts to mean internal, external or behavior-change
situations. In their definition, these situations involve business in the real world or
goals with social impact.
        </p>
        <p>
          Points, badges and leaderboards are widely a used implementation of
gamification. They have been criticized as being a stock approach to gamification called
“pointsification” [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The main purpose of points is to keep score, determine win
states, create connection between game progression and extrinsic rewards, provide
feedback, show an external display of progress and provide data for the game’s
designer. A badge represents an achievement within the game and they are often used as
a substitute for achievements; Leaderboards provide a way to see progress in ways
that points or badges are not able to [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. For instance, a leaderboard can show
progress in comparison to other users of the gamified application. Other common
elements include progression, status, levels, rewards and roles.
        </p>
        <p>
          When purpose of gamification is considered, the concepts of motivation, behavior
change and engagement were a common theme [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Additionally, the reviewed
literature [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] agreed in three areas: design theory, theoretical constructs and theoretical
framework. For design theory, user-centered design was consistently applied. The
main theoretical constructs were intrinsic and extrinsic motivation, which are
grounded in self-determination theory [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          According to a literature review conducted by Mora et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], the Six Steps to
Gamification framework by Werbach and Hunter is the best known framework and
that many other frameworks are based on it. Werbach and Hunter [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] point out that
implementing gamification requires constant testing and iteration to see which aspects
of the system and its design work and which do not. Playtesting, analytics and
interviews are some of the ways that can be used to aid the design process.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Case Description</title>
      <p>
        The software artifact we developed is based on the Implicit Association Test (IAT) as
given by Project Implicit [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and the central idea was to build a gamified version of
the IAT for the purpose of using the IAT format as a means for the user to track his or
her responses to aid in self-reflection and self-monitoring. This chapter describes the
design and development process of the application. A Persuasive Systems Design
(PSD) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] analysis was performed to identify important issues and to select relevant
software features to be included in the application, followed by iterative rounds of
development from mock-up and prototype development leading into finalizing the
application release.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Persuasion Context Analysis</title>
        <p>
          The PSD model [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] was used to analyze the persuasion context. It was also used to
select design features that would be implemented in the application.
        </p>
        <p>Intent. The persuader of the application can be viewed from two different angles.
First, as the application’s premise originates from an information processing science
researcher, the researcher can be thought to be the persuader of the application. The
alternative way is to assign the role of persuader to the user of the application, having
chosen to use a system aiming at promoting behavior change. In this approach the
gamification principles are an important element as they should preferably be able to
encourage the user to keep using the application for a longer period of time.</p>
        <p>From a research perspective the intent of creating the application is to see whether
a gamified implicit association test can cause user to change his or her attitude and/or
behavior. In other words, it is not sufficient if the user only complies but does not
ultimately change dietary habits. Since the user background may vary, formation,
reinforcement and change are all relevant when considering change outcomes that are
being targeted.</p>
        <p>Event. User Context. The potential users of the application are all individuals who are
interested in adopting healthier eating habits although it is possible that the
application could be used by individuals purely interested in testing their association
strengths as in the original IAT.</p>
        <p>The user interface, textual descriptions and other central characteristics of the
application can be thought to implicitly exclude certain user groups such as children or
visually impaired. Because the implicit association test is based on response times to
determine the strength of associations, there was a need to consider the issue of
reaction times in designing the game logic to accommodate different types of users.
However, to keep the technical implementation of the application more manageable it was
decided that additional features such as a more personalized scoring system or social
comparison features were to be left out from this iteration. For instance, more
customization could have been achieved by providing customized sets of foods, adjustable
difficulty level or offering the chance to provide additional information concerning
long-term or short-term issues that affect dietary habits. In practice this could have
meant that the user would have been able to tell whether s/he was feeling tired, happy
or hungry before a game session, with the view to offering more context for
selfreflection based on performance visualizations in the ‘profile’ part of the system.</p>
        <p>Use context. The application provides support for adopting healthier eating habits.
The game logic would be designed in a way that only correct categorizations would
lead to points and being able to advance in the game. Information on healthy foods
would be provided to further support behavior change. Tools that give ability to see
past performances would be included.</p>
        <p>Technology context. The base platform used in the development of this application
was Cordova, a hybrid mobile application development framework. Cordova allows
the developer to deploy for multiple different platforms including iOS, Android and
Windows Mobile. Android was chosen as the main platform on which the application
was developed and tested. The database engine used for storing user data was SQLite.
The frontend was built with AngularJS, a JavaScript based single-page application
framework. Other web technologies such as HTML and CSS were used whenever
necessary.</p>
        <p>Strategy. Outside game instructions, text content was used scarcely in the initial
version of the application. For each healthy food, a short text containing information
about health benefits was collected from various online sources. The longer
references were included in the background section. A large part of the content that a
player sees is based on his/her performance; the system itself does not make judgments on
how the player is performing as it is only displaying data.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Persuasive Software Features</title>
        <p>The PSD model includes four categories of persuasive system principles. From these
categories, principles from primary task support, dialogue support and system
credibility were included in the application. Social support features were left out of the
present release of the application owing to time and resource limitations. Selection of
features was based on the context analysis, guiding the selection for example by
ruling out features that did not support the design goals of creating a quick and light
game that will expose the players to their own automatic responses, offers repetition
of task to allow users to try and improve, and offers all content in a fluent and simple
manner.</p>
        <p>The overall structure of the application can be divided into three main parts: game,
profile and background information. The game section contains the gamified implicit
association test. In the profile section the user can track his or her progress by looking
at statistics, charts and achievements. The background section contains information
on healthy eating and the application itself. For each section, a walkthrough of each
category of persuasive system features was conducted to determine what features
could be implemented in the application. Tables 1, 2 and 3 list the design principles
included in each section.</p>
        <p>Persuasive feature
category
Primary task support
Dialogue support</p>
        <p>Persuasive
feature
Rehearsal
Reduction
Praise
Rewards</p>
        <p>Description
Adopting healthier eating habits means choosing
healthy food over unhealthy. This is the central idea
of the gamified test.</p>
        <p>Health information displayed after the game is in
easily digestible form (e.g. language use and style).</p>
        <p>After the game praise is given if enough points are
scored or achievements have been reached.</p>
        <p>Virtual rewards in the form of additional content are
given.
User can track progress via statistics, charts and
achievements.</p>
        <p>
          Achievements are shown in the profile page.
Being based on the IAT, an existing construct, many technological requirements and
design elements could be determined by studying the implementation available in
Project Implicit’s [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] website. The development process began by gathering the
high-level requirements of the application from the existing implementation of IAT.
These requirements were then used in selecting the appropriate technologies and
frameworks used for development.
As the IAT heavily relies on measuring the user’s reaction time in determining the
strength of association between concepts and attributes, the technological requirement
of being able to accurately measure time was a factor in framework selection. The
framework’s performance was also considered from the angle of persuasiveness in
terms of general responsiveness, mainly start-up time, and how straightforward it was
for the developer to build a user-friendly interface (Surface credibility principle [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]).
        </p>
        <p>Three different platforms were compared (Table 4). The process included setting
up the development environment for each framework and then building a single
application that measured time between two clicks. Minor details that were included in
the comparison were the application’s size, application start-up time, supported
operating systems, the programming languages used and the expected development time.</p>
        <p>The data on application’s size was gathered with the framework’s default settings
and thus does not include any optimizations that are available for applications ready
for release. The start-up time was measured by touching the application icon on the
phone screen and waiting until the application was loaded. In this case, it meant the
appearance of a single test button and the ability for the user to interact with it. The
accuracy was tested by enabling USB debugging from the phone, turning on the
remote debugging features of the framework, which allowed the application to be
controlled with Google Chrome browser’s remote debugging tools. This was done
because no straightforward way to automatically click or touch the screen within the
phone was found. An auto-clicking software was then used from the desktop to
determine the framework’s accuracy. Based on the results, Ionic framework was
dropped from the list of possible frameworks as at the time of testing the slow start-up
was a known feature of the framework. A long start-up time would have negatively
affected the user experience, as it would have discouraged the user from playing the
game in short sessions.</p>
        <p>Platform
Application
size
Start-up
Accuracy
Operating
systems
Language</p>
        <p>Android
1,5 MB
~1 s
~2 ms
Android
Java</p>
        <p>The main decision was made between React Native and Cordova. While React
Native’s performance is supposedly much closer to native platform than with
Cordova, which operates in a native WebView, there was the trade-off of React Native
having its own syntax and idiosyncrasies that would have taken time to learn. However,
on a simple application the performance difference was negligible and the
development time with Cordova was expected to be much shorter. As a result, Cordova was
chosen as the underlying framework.</p>
        <p>
          Although there have been concerns of the accuracy of web-based reaction times
and how they may be influenced by several factors such as variation of operating
systems, CPU speed, and browsers and so on, it should be noted that Project Implicit
itself is built with JavaScript. Numerous studies concerning reaction time accuracy in
web-based experiments have been done. For example, JavaScript can be used to
accurately detect reaction time differences with some caveats [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Variability of hardware
and software can have a detrimental effect on accuracy but it can be partly
compensated with a larger sample size, and web-based experiments can be an acceptable
source of data that is comparable to a laboratory setting [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Hilbig [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] explains
how numerous web-based studies have been able to replicate laboratory-based
findings, but that skepticism still remains widespread. Hilbig’s own experiment indicated
that web-based findings were not in any way inferior to other methods.
4.2
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Steps in Systems Development</title>
        <p>
          After the framework selection, the next steps involved mock-ups and prototype
development in order to produce a user interface that was both functional and had the
right style for the purpose of the application. The style (look and feel) were guided by
experiences with mobile games overall, as well as the objective of keeping the system
light and simple. In addition the developer team drew on 10+ years of experience on
mobile application design and UX assessment experience – making the process a
combination of science, art and experience [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Layouts, color schemes and
application views were designed by using mock-ups, evaluating the look and feel within the
development team, and finally a prototype to iterate the designs. For example, where
the original IAT test [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] is fairly serious and succinct as regards the test results, and
in a gamified approach it was necessary to display a score and offer all content in a
light and casual style. Developing the application itself involved two main segments:
the IAT based core, and then gamifying the core. Where the original IAT test online
[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] provided guidance for functional requirements for gathering the implicit
measures needed in the system, the PSD analysis and the design principles filtered
from that analysis provided further design requirements so that specific persuasive
features could be implemented. For the backend SQLite was used as a database
engine. The database was accessed with Cordova-sqlite-storage plugin. To provide more
compatibility with AngularJS, database queries were run through a wrapper provided
by ngCordova library. During a game session, data is stored in an AngularJS service.
After each game session data is saved into an offline SQLite database.
        </p>
        <p>Based on the requirements based both on the model from the IAT and PSD model,
two game modes were implemented. In the first mode, the user would associate foods
with two different words (a negative word and a positive word) displayed on left and
right side of the screen. In the second mode, the same categorization would be
performed the other way: instead of words, food icons would be placed on left and right
side of the screen while the user would be shown different words, both positive and
negative, on center of the screen.</p>
        <p>User interface was constantly revised during the creation of both game modes.
After it was tested that the game data was correctly being recorded, functions for saving
the data into database were created.
4.3</p>
      </sec>
      <sec id="sec-3-4">
        <title>Programming a Gamified System</title>
        <p>
          When both required game mods were completed, the next step was to design a
gamification system for them. The framework provided by Werbach and Hunter [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] was
used as a basis for design. The relatively simple structure of the IAT framed and
limited the analysis and selection of gaming elements. On the other hand, IAT also
provided a foundation from which gamification could be implemented.
        </p>
        <p>
          Typically, the IAT includes at least the following elements: two target concepts,
an attribute, scoring and feedback. The general structure of the test is as follows:
instructions, test, where images or word are shown and feedback (score is calculated in
the background based on the responses). On its own, IAT does not contain a
particularly large amount of content. For instance, in the test that measures racial bias, a total
of 12 faces and 16 words are included. The test results are given in verbal form as
follows: strong (implicit preference), moderate, slight and little to no difference. As
such, in its design IAT does not necessarily encourage the user to retake the test
multiple times since the content stays the same and the feedback is given in a relatively
vague and non-transparent manner.
The first two steps in the gamification implementation process [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] concern
business objectives and target behaviors. The underlying goal in the present system is to
see whether a gamified test could be used to help people adopt healthier eating habits.
In practical terms, in the context of this application the ideal scenario would be that
the user would correctly categorize the given images and words as fast as possible and
without any errors. With this and the self-reflection functionalities contained in the
application, the implicit decision-making is expected to translate into corresponding
behavior in the real world.
        </p>
        <p>
          The third step in the process [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] is to describe the users, which is accomplished
as part of the PSD analysis. The most relevant issue concerning gamification and
different user groups was reaction time as it is a central feature in IAT. To make
implementation more straightforward, it was decided that timing thresholds for what
would constitute too fast, fast, normal and slow reactions would be gathered from
existing research [
          <xref ref-type="bibr" rid="ref19 ref20 ref3">3,19,20</xref>
          ] rather than trying to implement a complex system where
user’s own performance would change timing thresholds between different game
sessions.
        </p>
        <p>
          In the fourth step [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], activity loops in the form of engagement loops and
progression stairs are described. The IAT provides the central part of the loop where the
user categorizes foods or words correctly. Feedback is provided by allowing the
player to continue to the next image or word, or by presenting an error indicator. After the
player has finished the session, results are presented. This loop was refined further by
introducing the concept of unlockable content. The player starts with 10 available
foods, five healthy and five unhealthy. Overall, the game contains 72 different foods.
34 healthy foods were selected as items that could be unlocked by playing the game.
For each food, a short informative text describing health benefits was created.
Unhealthy foods would also be unlocked in the background but no information on them
would be provided to the user. The food selection (healthy vs. less healthy) was based
on the principles presented in current governmental dietary recommendations1, on the
principle that lower fat and sugar content is to be favored over high fat or sugar
content, among other things.
        </p>
        <p>To provide a more concrete way to see progress, the concept of levels was
introduced. By tying one unlockable food to each level, the game contains an elementary
type of progression stairs. In earlier research, points had been identified as a key
element in a gamified system. Points were also a suitable construct for this game to
allow the tracking of user progress and to be able to differentiate between different
levels. When the user’s point total would exceed the required points to reach a new
level, the informational text of the unlocked food would be displayed to the user.</p>
        <p>
          In the end, the engagement loop would ideally work so that the player’s initial
motivation would be further encouraged by providing the player information about
different foods. Additionally, the self-monitoring functionalities that would be
implemented would also function as a form of feedback that would sustain or increase
1 Finnish Food Safety Authority (EVIRA): Nutrition recommendations for all.
https://www.evira.fi/en/foodstuff/healthy-diet/nutrition-recommendations-for-all/ (date of
reference 15 March, 2018.
motivation. Almost all game components, including points and levels implemented in
this game can be considered a form of feedback that affects motivation, which in turn
causes actions, which provide feedback and so on [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          The fifth step [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] deals with fun and making the system engaging. The structure
of IAT by itself does not necessarily contain aspects that could make it fun. Due to
this, whenever possible the text content of the application was written in a more
casual and informal manner compared to the content found in the original IAT. Random
appearances of different foods that granted bonus points were also added to provide a
little bit of gameful atmosphere. Additionally, instead of using real food images,
game-like icons were selected to portray the foods displayed to the user. Finally, as
detailed in the previous paragraph, implementing progression stairs with its related
points, levels and unlockable content should make the game more engaging compared
to a normal implicit association test. Finally, in the sixth step [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] the actual elements
and structures are deployed. Points, levels and content unlocking were selected as
central gamification elements for this application.
        </p>
        <p>The two chosen tasks, associating foods with words and words with foods, were
not the same type of tasks that IAT uses to calculate the IAT effect, so an elementary
scoring system had to be developed for the game. The reaction time, defined as the
time between displaying an item and the user responding to it for the first time, was a
straightforward choice on which the scoring would be based, and only correct
responses would award points to discourage extremely quick responses.</p>
        <p>
          For tasks similar to this game, the reaction time had varied from 500 milliseconds
to 700 milliseconds [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. In another implicit attitude measurement instrument, the
Go/No-go Association task, 500 to 850 milliseconds is explained to be an appropriate
range for measuring automatic attitudes [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. In A 200 millisecond response time has
been considered to be too fast to process and respond [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. In [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] all responses below
300 milliseconds were recoded to 300 milliseconds before conducting any analyses.
On the other end, all responses above 3 seconds were recoded to 3 seconds. Based on
these values the lower limit for the scoring algorithm was set to 300 milliseconds and
the upper limit to 2000 milliseconds to still award a small amount of points so as not
to discourage players needlessly. However, the reaction times that were recorded still
contained the original reaction times as only the point scoring part was done with
recoded values.
        </p>
        <p>With the goal of faster responses awarding more points, a simple formula of
(1/(reaction time/100))^1.5*10 was created (where reaction time is in milliseconds,
for example 552). At the same time when the scoring formula was developed, the
different levels and their required points were also created. By testing the application
prototype, a rough estimation of the length of one game session could be obtained.
This allowed the testing of different types of reaction times to determine how long it
would take for a user to reach a new level. In an exhaustive gamification project this
step would have involved a larger scale testing with different users to find a perfect
balance between different reaction times and the time needed to reach a new level. In
the present project, the final values were mostly based on developer testing. To
provide slight variability in progression, required points for each level were varied (see
Table 5).</p>
        <p>
          Database structure was revised further to add a new level table to contain level
information. Other gamification related fields, such as a field for unlock texts, were also
added to other tables when necessary. For scoring purposes, a scoring service was
created. After this, the functions that handled storing the player and round information
into the database were modified to include the handling of points. The logic for
advancing from one level to another was also implemented.
To support self-reflection, the need for a feedback channel was identified in the PSD
analysis. ‘My profile’ in the system consists of three views. The main view contains
the overall status of the player, including current point total, high score and level. It
also includes three different charts containing a line chart for points and reaction data
and a bar chart for the amount of correct responses. In the main view, the user is also
able to reset his/her gameplay data. As the application was planned to be used for
research purposes [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], an option for sending data was built. It fetches all the
available gameplay from the database and sends it to a server in a JSON format, where it is
saved into a database and if needed, sent in a CSV format to a researcher.
        </p>
        <p>Within the main view, links for additional statistics and a list of unlocked foods
are provided. Statistics displays information about the Food Association gameplay
mode and lists the percentage of correct responses and average points and reaction for
each food. Finally, a longer version of game instructions was written for the About
section and pages for other miscellaneous information, including icon and open
source software licenses were created.
4.5</p>
      </sec>
      <sec id="sec-3-5">
        <title>Application Structure in the Initial Release</title>
        <p>Table 6 gives an overview of all the views and their related controllers in this
application. Fig. 1 illustrates the basic UI hierarchy, and Table 7 lists the application’s
services and modules.</p>
        <p>The basic structure of the application (Fig. 1) aims at quick access to gameplay
without compromising the visibility of the remaining persuasive elements offering
feedback on performance and providing credibility support. The start screen offers the
same three basic options as the navigation bar at the bottom of the screen (always
available to the user as shortcuts): play, look at profile page, and ‘About’ section. The
primary task for the user is to play the game, and the path is to simply select Play,
then pick of two modes (food association or word association), and play. To make
repeated play easier, at the end of each game a ‘quick play’ option simply starts a new
game in the same mode as selected before. This way player does not have to go to
mode selection again until he or she wishes to change the mode.
Screen displayed to the user when the application is launched.</p>
        <p>Allows the player to select from two game modes.</p>
        <p>Start screen for the selected game mode. Shows instructions and
items that are used in the game session.</p>
        <p>Gamified version of IAT where the user categorizes foods or
words.</p>
        <p>Displays game session results. Also shows progress towards next
locked food. If needed, displays information on unlocked food if
the user has reached a new level.</p>
        <p>Displays overall information about the user performance,
including current level, high score, total points and charts for points,
reaction times and correct responses. Provides functionalities for
resetting the user profile and for sending research data.</p>
        <p>Displays unlocked foods and allows the user to re-read food
information.</p>
        <p>Provides statistics about the Food Association mode.</p>
        <p>Provides general instructions on the game and lists resources
related to healthy eating. Additionally, shows information about
the app such as the author and links for learning more about IAT.</p>
        <p>Open source licenses are also included.</p>
        <p>
          Fig 1. User interface hierarchy basic structure, showing core options a player has on any given
path, starting from the Start screen at the top. The figure does not show every screen, such as
instruction screens.
The present paper discusses the development steps of a highly gamified BCSS,
aiming at increasing its users’ fruit and vegetable consumption. Some behavioral
outcomes form gameplay are described in [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], where game data was combined with
self-reported measures in order to evaluate the effectiveness of system features on the
target behavior. The system was developed to use the IAT as a basis of implicit
attitude feedback for reflection, using the PSD model to guide and determine the
persuasive elements of the system.
        </p>
        <p>From the process itself and the system developed it was possible to see that a
twotier approach, where the base system (IAT as a BCSS) was put together first and the
gamification part was applied second, was a feasible way of ensuring that both the
requirements of building a BCSS and gamifying in a structured manner, was possible.
In addition, an important outcome in our view was that by treating the BCSS and the
gamification as two entities, the basic structure of the application itself was possible
to see in clear segments (background, profile, game) that all employed their own
relevant persuasive system features.</p>
        <p>The present iteration of the application did not include social support, which
undoubtedly would open further avenues for features that would increase both the
persuasiveness of as well as engagement in the system. Social support is, therefore,
identified as a major further development and research path for the presented system.</p>
        <p>The design of the game and its backend allows observing not only players’
reaction times to all items (‘healthy’ and ‘unhealthy’ items) and scores, but also
correct/incorrect responses. Such data will be at the center of analysis when planning the
next iterations for the system. For example, preliminary observations show that
players tend to favor correct responses over faster reactions. In such a situation player data
will directly inform the developers about an important development need: to make the
system more sensitive in measuring automatic reactions, it would be beneficial to
encourage the players to really try to be as fast as possible and not to prioritize correct
answers over speed. With a functional first release of the game available, and the
game data that can be collected with it, it will be possible to execute design iterations
that prioritize the most problematic issues first.</p>
      </sec>
    </sec>
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