Motivation and reward mechanisms in health behavior change processes

2021 ◽  
Vol 1757 ◽  
pp. 147309
Author(s):  
Maren M. Michaelsen ◽  
Tobias Esch
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.


2021 ◽  
pp. 104973232199204
Author(s):  
Anjana Muralidharan ◽  
Amanda Peeples ◽  
Alicia Lucksted

Self-management interventions promote illness management among adults with chronic health conditions. Little is known regarding the processes by which these interventions have their effects. The present study examined how Living Well, an effective self-management intervention for adults with serious mental illness, led to health behavior change in a randomized controlled trial. A convenience subset ( N = 15) of participants completed qualitative interviews regarding the feasibility/acceptability of Living Well. An inductive secondary qualitative analysis, using a combination of interpretive phenomenological and social constructivist approaches, was conducted to examine processes of change. Results indicate that Living Well provided information and knowledge, opportunities for learning from others and real-world practice, and an interpersonally supportive environment. These active ingredients led to enhanced self-awareness, confidence, sense of control, and behavior and health status changes among participants. These findings are considered in the context of prominent behavior change theories such as social cognitive theory and self-regulation.


2004 ◽  
Vol 39 (2) ◽  
pp. 253-262 ◽  
Author(s):  
Stephenie C Lemon ◽  
Jane G Zapka ◽  
Lynn Clemow

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