Intervention Development for Health Behavior Change: Integrating Evidence and the Perspectives of Users and Stakeholders

Author(s):  
Charlotte C. Currie ◽  
Jessica Walburn ◽  
Katie Hackett ◽  
Rose McCabe ◽  
Falko F. Sniehotta ◽  
...  
2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 817-817
Author(s):  
Jaime Hughes ◽  
Janet Bettger ◽  
Susan Hughes ◽  
Mina Raj

Abstract Modifying health behaviors can be difficult, especially for older adults who are challenged by multiple chronic conditions, reduced functional and/or cognitive capacity, and limited social support. Although much attention has been given to the theories, skills, and resources behind initiating and achieving behavior change, less work has focused on maintenance of health behaviors over time. This presentation will showcase pilot research inspired by RCCN’s first workshop, Achieving and Sustaining Behavior Change. Specifically, this pilot brings together an interdisciplinary team of behavioral scientists and health services researchers working at the intersection of intervention science and implementation science to better understand the construct of maintenance and discuss emerging methods for intervention development and evaluation. The presentation will utilize physical activity as an example behavior to demonstrate the value of interdisciplinary research, including recommendations on how some of the six NIA research centers can make unique contributions to understanding health behavior maintenance.


Author(s):  
Ross Shegog

Serious games are gaining profile as a novel strategy to impact health behavior change in the service of national health objectives. Research has indicated that many evidence-based programs are effective because they are grounded in behavioral and motivational theories and models such as the PRECEDE model, the Health Belief Model, Social Cognitive Theory, the Theory of Reasoned Action, the Transtheoretical Model, Attribution Theory, and the ARCS model. Such theories assist in understanding health behavior problems, developing salient interventions, and evaluating their effectiveness. It follows, therefore, that serious games can be made optimally effective in changing health behavior if they are also informed by these theories. A successful intervention development framework (Intervention Mapping) provides a means to enable game developers to use theory to inform the design of effective games for health. This chapter describes useful theories and models for health game design, introduces the intervention mapping process, and describes a case study of a theory- and empirically-based serious health game intervention that has used these approaches and has been rigorously evaluated.


2008 ◽  
Author(s):  
Kara Harrington ◽  
Maureen E. Kenny ◽  
Deirdre Brogan ◽  
Lynn Y. Walsh

2020 ◽  
Author(s):  
Luke Brownlow

BACKGROUND Smartphone applications (apps) are an ideal tool that is highly accessible to people who wish to begin self-treatment for depression. While many studies have performed content analyses on healthcare apps, few studies have reviewed these apps for adherence to behavior theory. Furthermore, apps for depression management are underrepresented in healthcare research. OBJECTIVE The objective of this study is to assess mHealth depression apps using SDT as a theoretical framework for meeting needs of autonomy, competence and, relatedness METHODS All depression healthcare apps available in Australia from the iTunes and Google Play app stores that met the inclusion criteria were analyzed. Each app was reviewed based on price options, store availability, download rates, and how in-app functions met the three basic needs for motivation towards health behavior change outlined in the Self-Determination Theory (SDT). RESULTS The analysis of the apps showed that most apps were free to download (69.9%) and addressed at least one of the three needs (81.4%) of SDT. However, few apps addressed all three of the basic needs through their functions (7.7%), and no apps hosted all functions expected to stimulate motivation for health behavior change. Furthermore, neither store availability, price option nor download rate were accurate predictors that apps hosted in-app functions expected to meet the basic needs. CONCLUSIONS The results suggest that some depression healthcare apps that meet the basic needs would effectively stimulate motivation (i.e., autonomy, competence, and relatedness). However, each individual app is limited in its number of functions that meet the basic needs. People who want access to more functions would need to download a suite of apps.


2021 ◽  
pp. 193229682110175
Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Noreen Kamal ◽  
Rebecca Ortiz La Banca ◽  
Lucila Castanheira Nascimento

Background: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors. Methods: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children’s learning needs and behaviors, that were considered to design The Heroes of Diabetes—the power of knowledge. Results: The results presented the process of designing 4 mini games with its description and theory foundation to reach children’s lack of understanding about T1D, insulin’s role, SMBG requirements, food groups and physical activity’s role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features. Conclusions: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.


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