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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>In Body Experiences: Persuasion by Doing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Randy Klaassen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robby van Delden</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joanneke VanDerNagel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matienne van der Kamp</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Boony Thio</string-name>
          <email>b.thio@mst.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dirk Heylen</string-name>
          <email>heylen@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human Media Interaction, University of Twente</institution>
          ,
          <addr-line>Enschede , the Netherlands, r.klaassen</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Pediatric Department MST</institution>
          ,
          <addr-line>Enschede, the Netherlands, M.vanderKamp</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Tactus Addiction Treatment</institution>
          ,
          <addr-line>Enschede</addr-line>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we argue that in the multidisciplinary eld related to behavior change support systems using a body-centric approach where participants act rather than discuss and contemplate is a worthwhile technique and should also be investigated more often. Especially now that technology better allows to respond to bodily actions in an appropriate and experiential engaging setting. To this end we will introduce and re ect on two recent case studies we performed: 1) an interactive projection game to trigger better self-management of children with asthma and 2) a Virtual Reality (VR) environment to be integrated in therapy sessions on substance abuse for people with intellectual disabilities (i.e. IQ 50-85 and limited adaptive skills). This resulted in a realistic and controlled environment where individuals with substance use disorder and intellectual disabilities are confronted with substances related to alcohol or cannabis in order to trigger application of strategies for self-control. Both cases included interviews with experts and several user confrontations. These confrontations showed possibilities of including such technologies for persuasive purposes. Furthermore, the responses of the users and experts included where quite positive. This is why we suggest this might be a fruitful direction to look into for other use cases regarding behavior change support systems.</p>
      </abstract>
      <kwd-group>
        <kwd>Behavior Change Support Systems</kwd>
        <kwd>asthma</kwd>
        <kwd>addiction</kwd>
        <kwd>interactive playgrounds</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>therapy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The experiential and body-centric role in learning by playing is a well known
topic of cognitive developmental theories. To paraphrase one of Vygotsky's
examples [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]: by moving with a stick, a child that does not yet know how to
imagine a horse, can still contextualize and clarify his actions, the actions with
the stick allow him to circumvent integration of more di cult symbolic skills.
For HCI related implementations of embodied cognition it is important to go
beyond technology-driven implementation and take into account the network of
meanings and subsequently needed transformation of the embodied experiences
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In this paper we will argue that using a body-centric approach where people
do rather than discuss and contemplate is a worthwhile technique for persuasion
and should be investigated more in a Persuasive Technology setting, especially
now that technology better allows to respond to bodily actions in an
appropriate and experiential engaging setting. To this end we will introduce and re ect
on two recent case studies we performed: 1) an interactive projection game to
trigger better self-management of children with Asthma and 2) a Virtual Reality
(VR) environment to be integrated in therapy sessions on substance use
disorder (SUD) treatment for people with mild to borderline intellectual disabilities
(MBID, IQ 50-85).
      </p>
      <p>
        More traditional psychological oriented studies have already shown that
movements can impact attitudes or self-image and related this to a concept of
Embodied Persuasion, see [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] for a set of examples from literature, such as
writing with a non-dominant hand decreasing con dence, as well as theories on
how a ective movements (smiling and nodding) might produce an
accompanying attitude towards products or experiences4. However, as Brin~ol also discusses
it is not straightforward to let people act outside the experimental setting (i.e.
in a natural setting) in similar ways (e.g. making people nod, smile, or write
with their non-dominant hand). Therefore, it is important to realize that the
cases we selected for this paper are in a training setting where people are
willingly doing exercises in order to change or improve their behavior. We especially
look at large movements and physically doing during exercises (cf. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as a type
of Embodied Persuasion5. Furthermore, compared to previous studies we look
in a more exploratory and holistic way on doing, more from a design process
perspective sharing rst insights than focusing on evaluating speci c underlying
psychological processes or nding e ect study outcomes.
      </p>
      <p>
        In the next sections we will rst introduce the asthma case, the importance
to address asthma, a view on where the opportunities for improvement lay, the
resulting game, and the ndings of the exploratory user evaluation. In the
subsequent section we will introduce the SUD case for which we introduce a controlled
VR environment. In the nal section we will discuss how these cases might be
related to theories, and are clearly related and inspired by the PSD-model [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Self-Management for Children with Asthma</title>
      <p>
        Asthma is the most common chronic diseases in childhood that frequently starts
at a young age. A recent estimate of the WHO is that worldwide there are 235
million people that su er from asthma 6. Cohort-based estimates of prevalence of
4 The results regarding an induced smiling movement were questioned later on due to
lack of support found in the replication studies https://en.wikipedia.org/wiki/
Facial_feedback_hypothesis, last visited 21-2-2019
5 Note that physically static experienced schema such as (dynamic) visuals,
related to previous acquired embodied movement counterparts (up/down,
avoidance/approach), might also be in uential on their own and are also called Embodied
Persuasion[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] but is outside the scope of this paper.
6 http://www.who.int/mediacentre/factsheets/fs307/en/, accessed 21-2-2019
asthma for children at 8 years old (or 10) depending on country of origin/cohort
roughly range between 9-15 % [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]7. Symptoms of an asthma attack include
coughing, wheezing, shortness of breath, and chest tightness, di culty talking, turning
pale, excessive face sweating, and lips or ngernails turning blue 8. There are
di erent types of triggers that can cause an asthma attack, frequently this is
induced by an hypersensitivity to certain triggers, such as allergens, viral infection,
or exercise. Children with asthma are at risk of a low quality of life [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], they might
get bullied, perceive limitations in the activities they can engage in, and often
experience limitation related to environmental cigarette smoke [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. However,
with excellent treatment including proper self-management and medication
intake it seems attainable to live a normal life, free of frequently reoccurring severe
symptoms and without missing any school or work.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Goal and Approach for Design of the Asthma Game</title>
        <p>The ultimate goal of our envisioned intervention was to improve the physical
condition of children with asthma. In this case study we included educational
elements by over-simpli ed cause-e ect relations in an entertaining way to
improve self-management skills while physically moving, as a step towards this
overarching goal.</p>
        <p>
          Previously Klaassen et al. showed a Behavior Change Support System for
children with asthma for which they proposed the combination of monitoring of
physical activity goals with giving rewards in an interactive playground located
in a waiting room of their local hospital [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Klaassen et al. also de ned three
main areas where technology could be used to improve the current management
of asthma among children, (1) improving physical condition, (2) increase the
adherence to medication and (3) support self-management of asthma which relates
to social, emotional, and mental aspects.
        </p>
        <p>
          In this study we again use our interactive playground [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] but now as a tool
to learn with. We targeted children ranging from 7 to 10. In order to develop
the game, we worked closely together with a medical doctor and a technical
physician, this included several interviews and feedback moments. In later stages
of the project we did various types of user confrontations with external people.
We showcased a draft version at an e-health symposium to gather feedback from
health managers, discussed with an elementary teacher on the suitability for the
target age group, played the game with a commercial interactive playground
expert to gather feedback on oor-speci c suitability, and let 6 children with
their parents play the nal version in the hospital.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Context for Dealing with Asthma of a Child</title>
        <p>
          An important conclusion regarding the overall therapy context of the interview
with the Dutch pediatrician specialized in addressing asthma, is that without
7 Although the also reported MAAS cohort from Manchester had a higher prevalence
of 23% this cohort seems to originate from a pre-selected high risk group[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
8 https://www.webmd.com/asthma/guide/asthma-attack#1-1, accessed 21-2-2019
acceptance of the disease by parent and child, education or any other element
of therapy is bound to fail sooner or later. During their rst visit the child and
parent(s) do not yet know much about the disease. The education of parent
and child should be done carefully, without scaring them. For instance, a study
of Dantas et al. among Brazilian mothers of asthmatic children showed that
although physical activity is important for asthmatic children nonetheless a large
percentage of mothers impose restrictions on physical activity partially because
they are afraid their child would fall ill [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. It is very important for the child and
parent to learn how to manage the disease, understanding both the medication,
the importance of physical activity, as well as how to monitor the child and
learn to recognize signals from the child which indicate uncontrolled asthma. In
current practice a personalized approach is used as they all di er on an emotional
level and in what amount they should be alarmed or calmed down. Especially
medication adherence is an issue for children which should be learned better, as
well as getting a proper experience of what the medication can mean for them.
Besides the knowledge transfer the child and parent will get a tailored action
plan to take home.
        </p>
        <p>The context of the visits and the waiting room with interactive playground is
important to take into account into the design of the game. The average waiting
time is about 15 to 30 minutes, there are about 5-10 children simultaneously
in the waiting room, and in total about 50 children have an appointment in
the morning. When the child is diagnosed they have at least 2 appointments
over a period of 6 to 8 weeks. The frequency of visits after this period is very
person depended, roughly a child with reasonably controlled asthma would visit
the doctor about 3 times a year, whereas a child after exacerbation or even
hospitalization would have recurrent appointments until it is under control.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Educational Goals Asthma Game</title>
        <p>
          Education is important in a way that it improves the ability of the patient to
control their asthma. A few of the most important topics of asthma control
following from the semi-structured interview and several scienti c studies are
explained below:
{ Having an active lifestyle, and in particular playing sports regularly.
Unfortunately, physical activity can also be a trigger for an asthma attack,
thus it is not surprising that people with asthma often tend to quit sports
or at least reduce their physical activity drastically due to their asthma. It
could be helpful for the patients to be aware of the importance of physical
activity, despite their fear for a possible attack when combined with poor
asthma control, and especially what can be done to cope with asthma when
playing sports. A broad common consideration is to keep in mind the length
and intensity of the activity and proper medication intake to prevent
severe symptoms of asthma during physical exercise. Furthermore, Thomas
&amp; Bruton [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] suggest that for asthma patients it can be bene cial to
perform breathing training programs including potential bene ts of reducing
the chance of asthma symptoms by breathing through their nose to lter,
warm, and humidify, inspired air. Although, other review studies mentioned
a lack of conclusive evidence for breathing programs due to a lack of enough
comparable studies especially regarding children [
          <xref ref-type="bibr" rid="ref14 ref15">15, 14</xref>
          ]. Another suggestion
is to prevent sudden physiological changes by performing a proper warming
up.
{ Avoiding triggers, patients should know which triggers to remove, reduce and
avoid. Avoiding asthma triggers can be a massive aspect of asthma control.
For a comprehensive overview of self-reported triggers we refer the reader to
[
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Mentioned and known possible asthma triggers in order of reported
frequency include: plants and pollen, animals, dust (mites), change of seasons,
(tobacco) smoke (also see [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]), mold, acute illness, chemicals/odors, food,
activity, and air quality (including smog).
{ Dealing with asthma attacks, another crucial element to learn is knowing
what to do when the patient is having an asthma attack. It is important to
stay calm, to take the medication and take them again in twenty minutes if
this does not work. Taking the right medication and knowing when and how
to take it is essential for this.
{ Acceptation, as pointed out by our expert: `The rst thing I think that we
need to get across is that they accept the diagnosis. It is just the rst hurdle
to take, they have to really accept, both parent and child, that they have it.'
{ Proper nutrition, eating healthy is important for everybody. However,
following a healthy diet might reduce asthma symptoms and is therefore especially
important for children with asthma. Losing weight after being overweight
might reduce asthma symptoms and improve everyday life, taking into
account the association (not claiming causation) between (measures of) fatness
and asthma symptoms [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. To our knowledge there is no clear speci c diet an
asthma client should follow, there are various foods which should be avoided
(related to allergies and BMI), thus we suggest to follow general guidelines
for eating healthy.
2.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Design of Eldub's Asthma Adventure Game</title>
        <p>The designed simple game consists of a central gure, called `Eldub', that needs
to be protected from incoming elements, see Figure 1. Eldub shows its physical
health both with a health bar and its representation at the centre, ranging from
green and happy to red with a few tears. The player can physically walk around
in the interactive space, where a circle is projected automatically around the
player, see Figure 2. When the circle hits an incoming trigger it is dissolved
preventing it from reaching Eldub. The actions are accompanied with simple
sounds, such as a cough when a trigger impacts Eldub, spoken instruction texts
made high pitched and ltered to give a `alien' impression. The game is intended
for a single player but can be played with up to four players playing together.</p>
        <p>The most frequent triggers are included, (cf 2.3), with exception of mold,
food, and smog. In discussions with the research team, and also following from
alternative game concepts, it was decided that appropriate nutrition would be
harder to include, and that preventing contact with mold would be more targeted
at the parents than children (primarily) playing the game. The games consists
of multiple levels, reaching the next level when Eldub has enough health when
the timer reaches zero, and each level incoming triggers speeding up throughout
the level. Two levels were implemented. The rst level is a spring day
environment (150 seconds) which includes various (seasonal) triggers: pollen, dust
mites, cigarettes, and animals (dogs &amp; cats). The second level is harder and lasts
200 seconds, it represents a cold environment, the cold itself a ects the health
of Eldub negatively constantly. Additional triggers in this environment include
smoke (using a camp re icon), strong odors, having a cold, and a temperature
drop.</p>
        <p>Two special features are included: sports (ball icon) and medicine intake
(inhaler icon). The rst feature simulates a real life interaction of physical activity:
doing sport is positive for the general health (a green circle around the icon)
unless the health is already too weakened due to other triggers (then shown
with a red circle). The medication intake is introduced with a small pause in the
game with an overlay with written and spoken text that explains that taking the
medication can make `Eldub' feel much better even when it does not seem to be
really necessary. This object should not be touched by the player's circle, and
when it reaches Eldbub it is protected from incoming triggers during 7 seconds
which is accompanied with a short happy samba-like music clip.</p>
        <p>
          In this way the game contains information about self-management including
watching out for and learning of certain triggers, the importance of medication,
and bene ts of physical activity. As some children might not be able or willing to
read well the texts are also presented in spoken instructions with a visualization.
We were inspired by the Persuasive System Design framework [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] during the
design of the game. Linked to Simulation from the primary task support
category we embedded the cause-e ect relation of sports and current health status,
furthermore, the sports feature in itself also functions as a Reminder of the
target behavior. Linked to Liking from the Dialogue Support category, the
visuals are clearly chosen to be child friendly. Other principles such as Reduction
(and recognized after implementation: Tunneling ) from the primary task
support category can also be seen in the game, as the games pauses and is split in
two environments with di erent simpli ed triggers.
2.6
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Exploratory Evaluations</title>
        <p>Multiple evaluations were performed of the game as explained above in various
stages. The tests were following ethical guidelines of our department, written
consent was given by the parents and information was anonymized, the tests
were deemed standard non-medical research, and approval from the University's
ethics committee was given. Di erent type of users were asked a few questions
and were observed playing the game: a primary school teacher, students, e-health
professionals, the involved health experts, and nally some of the children from
the hospital. Observations included signs regarding the level of understanding
(frown/pause/explanations), observable signs of emotions (joy/frustration/indi erence),
usability issues, level of activity and interaction, and motivation. Questions
di ered on whom was asked but included their opinion of the game,
positive/negative feedback, the liking of the overall design, the understanding of
the aim of the game and related to this the provided information, and for the
health experts the correctness of the represented information.</p>
        <p>During a university e-health external matchmaking event with about 60
participants from regional health care organization only 4 of those participants
choose to go to the playground (it was in an accompanying room). On the other
hand 21 students were interested in the game during two sessions at the
university. The students were able to play the game, although this depended heavily
on whether they understood enough Dutch to know the (spoken) instructional
texts. Although the explanation was a bit hard due to the re ecting light, the
used sound lters and sound system at the DesignLab (our university location
of the playground). Remarkably, it was quite di cult to understand for the
(student) players that the physical exercise feature could both function as a positive
and negative trigger. The overall impression was positive, it was even suggested
to start a spin-o surrounding the game. Most players found Eldub to be cute,
only one student instead saw it as a monster that had to be killed.</p>
        <p>The elementary teacher that played the game suggested to include more
feedback. The commercial playground expert suggested that the projection
itself could be improved and discussed the importance of a good mix between
education and fun for such games.</p>
        <p>The health experts mentioned that it was important that many of the
triggers were included in the game and that the medical content was correct. They
imagined it would be suitable for a wide range of age groups. The were concerned
whether the children would understand and recognize the triggers and especially
the way the physical activity feature worked.</p>
        <p>User Test with Children at the Hospital Although the original target group
was 7 to 10 years old, for practical reasons in the user test the six participating
children ranged from 3 to 9 years old (three were 6 years or older) and their
parents often participated as well. Children were asked to play but parents were
not discouraged from joining and could tag along. Especially for the younger
children this made for a more representative setting of actual use, and would
also t well with the importance of including parents in the process towards
acceptance of the disease. Sessions were done on two consecutive days in a time
span of about 3 hours in total, including the semi-structured interviews each
individual session took about 10 to 15 minutes.Small breaks were included directly
after the session to write down important observations, feedback, suggestions,
problems, and ideas.</p>
        <p>The children responded very positively, the most common answer when asked
what they liked was: `Everything!'. Two of the six children were unaware of all the
triggers and personalized the game by responding that they were allergic to ... as
well. Three children stated they loved the physical activity performed during the
game. Four of the children played together with their parent, most because they
were a bit shy (possibly also due to having an audience), and one child played
with his parent because he wanted to win the game and could not manage to do
that alone. The number of children playing with their parents was unexpected
when designing the game but as explained this might be positive in itself. Many
of the children were too shy to truly answer all the indicated questions, the
observations provided a better representation. Two of the children did indicate
they were introduced to new triggers to consider, some other educational aspects
did not come across as planned for other children.</p>
        <p>Even the most shy children started to play enthusiastically after about a
minute. The di culty seemed to be alright and did result in some children some
acceptable level and mix of frustration and fun while playing the game. One of
the children managed to survive the rst level on its own. The children really
cared about their scores and were still very excited, even if they lost, when
they noticed the high number shown on the oor (e.g. 600 points). The younger
children were more guided by their parents to play the game together. Some
children would rst hold hands. The children above 6 were more excited and
less shy when playing the game. One eight-year-old child even nearly begged the
parent to continue playing until they won the game, which they unfortunately
did not manage to do. The children above 6 also even understood the game
without additional explanation, including the distinction between the orange
border of triggers, and a green border of the medication intake. However, the
game was not clear enough from the beginning, and the physical exercise feature
was only interpreted as a positive item throughout the game.</p>
        <p>It takes quite some time until the rst triggers enter the screen, especially
in the second level, up to 15 seconds, which seemed to be way too long, and
this required to mention that the children had to wait for a bit during the user
tests. The symbols used for the triggers were not clear for at least two of the
children and they indicated they had a problem with this. For instance, one
child recognized a sock in both the inhaler and the cigarette butt. As some of
the children were fairly small, the tracking system was not yet set to recognize
them accurately enough which frustrated the children. Another technical issue
to be xed is that the game becomes unresponsive after around 15 minutes of
playing.
2.7</p>
      </sec>
      <sec id="sec-2-6">
        <title>Suggested Improvements Based on Evaluations</title>
        <p>To circumvent a bug in which the color of the physical activity feature would
not match its e ect (as Eldub's health might have changed), in the most recent
implementation the color and its accompanying e ect was decided upon when it
spawned.</p>
        <p>Several people, including the primary school teacher, noticed that there was
a lack of feedback in the sessions, therefore thought bubbles and short spoken
texts were added to indicate the current health of Eldub every 50 seconds (e.g.
`Wow! You are protecting me very well! ), or when it dropped below a certain
threshold for the rst time: `I don't feel so well'. Furthermore, some adjustments
were made in the way the triggers were spawned at the start of the second level
as this took a bit too long to notice.</p>
        <p>Based on feedback of the health experts, a short tutorial of 10 to 15 seconds
was included in which all the triggers were explained, which was implemented
before the test with the children. In an improved version the triggers should
also generalize more, they should not just be about cats and dogs, but about all
pets. The game should put more emphasis on the hay-fever season, as depicted in
the environment, over a pollen trigger. Furthermore, the confusion and limited
recognition of some of the triggers needs additional work, and perhaps going
beyond the limited availability of the royalty free on-line resources but simply
drawing or buying better depictions. Before the user tests it was suggested to
stimulate more to move more, as children could also play with minimum e ort
standing near the centre. Instead, the game could also give scores if negative
triggers would be dissolved quickly, enticing players to move more. However, the
user tests showed that children would run around and none of the children stood
still on top of Eldub to catch the triggers more easily.</p>
        <p>
          Fitting the Persuasive Systems Design framework [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], a future version could
be better tailored to younger children. It seems worthwhile to test a better
and more fun explanation or collection-only variation (omitting the dodging
of positive triggers), where the importance of medication intake and physical
activity should be incorporated di erently (e.g. as intermediate automated
sideevents). Alternatively, an entire di erent game might be created that also takes
into account a more active role from a parent player perhaps increasing the
impact on acceptance.
        </p>
        <p>Interestingly, there are also two more contextual related suggestions. The
rst is to make the playground more recognizable with a white oor and
physical sign indicating the playground area. The second is to make the game start
automatically including explanation when a player enters after several minutes
of inactivity, although sound levels and the repetitive sounds accompanying the
explanation might annoy the people around which also need further investigation
and work.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>VR for Substance Use Disorder Treatment for</title>
    </sec>
    <sec id="sec-4">
      <title>Individuals with a Mild to Borderline Intellectual</title>
    </sec>
    <sec id="sec-5">
      <title>Disability</title>
      <p>
        Individuals with MBID are a risk group for SUD [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ]. Treatment of SUD in
this group is hindered by several factors related to the disabilities [
        <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
        ]. These
disabilities include both cognitive and adaptive functioning.
      </p>
      <p>
        Because of these limitations, mainstream treatment protocols need to be
adapted to better suit the needs of individuals with MBID (e.g. personalization
in the form of use of language and content). Over the last few years, several
interventions have been developed targeting individuals with SUD and MBID
[
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ]. These interventions are mainly based on motivational interviewing and
cognitive behavioural therapy (CBT). These adapted interventions are promising
with regard to their e ectiveness, however, repeated training of new behaviors
in a safe and controlled environment is missing in most of these interventions.
      </p>
      <p>VR o ers an attractive opportunity to treat SUD in a safe and personalized
environment. It can be used to induce craving by introducing the participants
to virtual risk situations. Also, participants learn to reduce craving, by applying
self-control techniques, and learn which, factors induce and reduce their cravings.
3.1</p>
      <sec id="sec-5-1">
        <title>Designing the prototypes</title>
        <p>Qualitative interviews with treatment providers and a review of existing
treatment protocols were used to de ne user and functional requirements for the VR
environments. Based on these requirements, two prototypes of a virtual bar were
designed and developed in an iterative process. Recurring themes within the
interventions developed for this target group are self-control techniques. These
techniques can be used by the clients when they nd themselves in risky
situation with high changes of SUD. The self-control techniques are called the six
D's (Deals, Distance, Distraction, Declaring, Di erent thinking di erent acting,
Doing great). The self-control techniques are implemented in two di erent VR
environments where clients could interact with the environment and apply the
learned self-control techniques. The prototypes are developed in Unity 3D and
the HTC VIVE is used as VR headset. The rst prototype was a bar environment
designed for users with a substance use disorder related to alcohol. Based on the
feedback on this environment a second prototype was developed for users with
a SUD related to cannabis use. Below we will introduces both environments.
The bar environment In the bar environment users are confronted with
substances (all related to alcohol) in order to apply the 6Ds, see Figure 3. User can
be confronted with situations where someone will o er them a beer or where
they have to order a drink at the bar. The 6D's were implemented as follows:
{ Distance - The user can leave the bar by going out the door and entering an
outside area.
{ Deals - This is a response consequence and is not implemented.
{ Distraction - The user can play a game of darts in the bar.
{ Declaring - The user can pick up a mobile phone to make a phone call, see</p>
        <p>Figure 3.
{ Di erent thinking di erent acting - The user can choose other drinks such
as co ee and soda instead of alcoholic drinks.
{ Doing great - Making it a pleasant experience in the virtual environment
when the user makes the right choices.</p>
        <p>When users enter the virtual environment all elements (other virtual
characters, the 6D's and the full interior of the bar) are available. Users have to stand
while being in this virtual environment. User can move through the environment
by walking around and by using the controllers of the HTC VIVE.
The Co eeshop environment In the co eeshop9 environment users are
confronted with substances (all related to cannabis) in order to apply the 6Ds. User
can be confronted with situations where someone will o er them a joint or where
they can order all kinds of cannabis at a counter. The design of the co eeshop
9 A Co eeshop is Dutch for a bar-like environment dedicated to legally tolerated
cannabis use.
environment also included o ering the user a joint at the table in the co eeshop
(exposure), and the 6D's were implemented in a similar fashion as the bar, with
some changes: Distraction - The user can play a game of checkers in the
coffeeshop. Di erent thinking di erent acting - The user can choose not to order
or smoke a joint.</p>
        <p>
          When users enter the virtual environment they enter an empty co eeshop
where only the wall, tables, chairs and the counter are visible. The virtual
environment can be build up by a therapist who has control over all available
elements via the therapist user interface (other virtual characters, the 6D's and
the full interior of the bar), see Figure 3. This control by the therapist provides
an important distinction to make, turning the application into a tool for the
professional, rather than an unrealistic replacement approach, similar to what
Schell addressed for what he considers to be Transformational Games [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
3.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>User Confrontation</title>
        <p>The two di erent prototype discussed above are designed and developed with
seven patients at a clinic for individuals with SUD and ID. The prototypes are
evaluated using the think aloud method, observation, and qualitative interviews.
The rst pilot revealed that individuals with SUD and ID were well capable
to work with the VR equipment and interact with the virtual environment.
However, the target group proved to be easily overwhelmed and distracted and
therefore requires a VR product that can gradually increase in complexity. In
addition, personalization of the VR environment (i.e. o ering VR stimuli that
are highly relevant for the patient, such as using their favorite beer brand),
was suggested to be crucial. Therefore, the second prototype (the co eeshop)
included the option to start with a simple environment, with the option to
increase complexity in both the realism of the virtual environment as well as the
interaction with this environment. In this prototype patients could not freely
navigate in the virtual space. Therapist had the control over the navigation
and the complexity of the environment. The option to personalize stimuli (i.e.
choosing between a bar and a co eeshop environment', using the patients favorite
substances etc.) was also added in the second prototype. Patients rated these
changes positively, and con rmed sta observations that cue exposure within
the VR environment triggered craving, and that activities in the VR could be
of assistance to reduce these cravings and train self-control techniques.
4</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>We showed two di erent ways, both regarding strategies and technical
implementation, in which an embodied persuasion-while-doing approach was implemented.
The last use case was a VR environment in which individuals with SUD and ID
could be confronted with substance they crave in a realistic but safe environment.
The user confrontations showed that VR o ers opportunities in the treatment
of individuals with ID and SUD. It has the potential to become an extension of
current treatments as it provides more practical learning opportunities. It also
o ers clients to repeat exercises with the push of a button, in their own pace and
time, which could improve the treatment satisfaction and adherence of patients.
The rst use case resulted in an embodied learning environment that included
several elements important for improving self-management of asthma. Children
liked to play in it and showed interest in the material to be learned while
being entertained and physically moving. The user confrontations of both studies
show opportunities to start changing behavior by using interactive embodied
technologies, although both were done in a fairly exploratory way and do not
provide conclusive evidence.</p>
      <p>
        It is good to notice the success of application of Virtual Reality in the context
of Exposure Therapy (VRET) for both PTSD and various anxiety disorders
[
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. However, in our application for substance abuse therapy it is not based on
the response extinction after the exposure to the substance related stimuli, but
rather on training self control techniques to cope with substance use craving
after such exposure.
      </p>
      <p>Unlike these disorders, for that should play a central role, for obvious reasons
related to negative e ects on craving. The therapy is focused on training coping
mechanisms and therefore care should be taken to nd the right balance. There
might also be elements where research ndings can build on shared knowledge
generation, for instance considering personalization and integration in a user
friendly therapy setting. In the coming years we will continue to work on this
interesting topic.</p>
      <p>
        Although we started with some applied knowledge originating from the
theoretical framework of embodied cognition in our mind, we also started from
a technology-driven approach, where we knew the platform before
implementation. As Malinverni, Ackerman, &amp; Pares warned for, we primarily looked at
online (constructing of knowledge while doing) and not yet speci cally to the
o ine transformation of these experiences, nor the integration of the two. We
also anticipated certain pre-conceived and planned outcomes, which shows a
rather reductionist approach, and calls for future research looking into relations
of knowledge construction [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], as well in our cases to actual attitude and behavior
change.
      </p>
      <p>
        Another important aspect to address is to further accommodate di erent
ways in how participants interact and make sense (cf. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]), where we see the
doing already as opening up alternatives more tailored to certain user groups
such as children and people with cognitive abilities.
      </p>
      <p>
        Furthermore, building on the argumentation of Brin~ol &amp; Petty related to
the Elaboration Likelihood Model, it might be that certain user groups that
are a-priori less motivated or capable to think will experience a bigger e ect
of (a ective) bodily responses [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Currently we have no evidence yet, but do
foresee the possibility that guided through the peripheral route people will be
able to contemplate (subsequently) over the more motivated cognitive route,
about the behavior in their therapy setting. Instead, tting the remarks regarding
embodied learning of going beyond the `dualistic' approach by Malinverni et al.
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], together with a teacher or parents using the applications as a tool (cf [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]), the
end-users might be better able to go-back and forth between the more motivated
cognitive route and the peripheral route related to the bodily responses.
      </p>
      <p>Beyond the link to related theories our cases also showed the importance
of unanticipated outcomes and interactions. We reported on several exploratory
evaluations that focused on the interaction, and nding the meaning beyond
actions and responses in order to improve the systems. This seems important
especially for these speci c user groups. For instance we saw the importance of
details (e.g. the brand of the beer o ered) and the subsequent possibilities, as
well as the impact of testing in a realistic context (e.g. nding that the younger
children actually start of playing with their parent). With these cases we show
some of the possibilities of investigating a persuasion-while-doing approach.</p>
      <p>Both cases also show a clear relation to implementation of the PSD
framework (both include simulation, tunneling, and reminders to target behavior), one
might recognize elements of self-monitoring, praise, suggestions, and see
opportunities to future extensions of implementations (e.g. additional reward systems
in the VR environment and increased tailoring regarding age or the social role of
the parent in the Eldub game). Noteworthy is that the system credibility support
of the system is not dealt with extensively, especially not in the implementation
of the interactive system, but it is more linked to the entire context of use,
perhaps while implementing the systems the developers were (unconsciously)
expecting these features to be less e ective for these target groups.
5</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>In this paper we suggested to apply a persuasion-by-doing approach for behavior
change support systems. We showed two possible implementations, one focusing
on improving self-management of asthma using an interactive playground, and
the second focusing on therapy following substance abuse for people with with
mild to borderline intellectual disabilities using a virtual reality environment that
can be controlled by a therapist. Both exploratory user confrontations showed
positive responses that suggest this is a worthwhile direction to look into for the
multidisciplinary eld of behavior change support systems.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>We like to thank all the sta , children, parents, and other participants for joining
our studies, and especially the students Denise van Ingen and Joost van Aggelen
who made the implementations in their bachelor and master thesis assignment.</p>
    </sec>
  </body>
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