On-Demand Virtual Health Counselor for Delivering Behavior-Change Health Interventions

Author(s):  
Reza Amini ◽  
Christine Lisetti ◽  
Ugan Yasavur ◽  
Naphtali Rishe

Author(s):  
Annapaola Marconi ◽  
Enrica Loria

MaaS, with its user-centric vision aiming at more flexible, personalized, and on-demand mobility services, has a perspective to address the key sustainability challenges of the mobility of the future: transport solutions that are integrated, inclusive, and time-efficient, while containing the economic, social, and environmental costs. Civic engagement is a key success factor towards this objective: to fully embrace MaaS transformation, citizens need to feel part of the process. Gamification proved to be effective to raise citizens' awareness, encourage their participation, and promote a gradual but profound behavior change. These characteristics can be exploited by MaaS solutions to attract users and encourage the acceptance of tailored mobility plans. The chapter presents two successful cases of gamified systems aiming at promoting a more sustainable mobility, Play&Go and Kids Go Green; investigates the potential of gamified systems, in combination with MaaS solutions, in terms of citizens' engagement and behavior change; and discusses current limitations and future challenges.





2013 ◽  
Vol 167 (6) ◽  
pp. 574 ◽  
Author(s):  
Kimberly Hieftje ◽  
E. Jennifer Edelman ◽  
Deepa R. Camenga ◽  
Lynn E. Fiellin


2019 ◽  
Vol 8 (1) ◽  
pp. e8055 ◽  
Author(s):  
Yunlong Wang ◽  
Ahmed Fadhil ◽  
Jan-Philipp Lange ◽  
Harald Reiterer


2020 ◽  
Author(s):  
Harshani Jayasinghe ◽  
Camille E Short ◽  
Annette Braunack-Mayer ◽  
Ashley Merkin ◽  
Clare Hume

BACKGROUND Dual process theories propose that the brain uses 2 types of thinking to influence behavior: automatic processing and reflective processing. Automatic processing is fast, immediate, nonconscious, and unintentional, whereas reflective processing focuses on logical reasoning, and it is slow, step by step, and intentional. Most digital psychological health interventions tend to solely target the reflective system, although the automatic processing pathway can have strong influences on behavior. Laboratory-based research has highlighted that automatic processing tasks can create behavior change; however, there are substantial gaps in the field on the design, implementation, and delivery of automatic processing tasks in real-world settings. It is important to identify and summarize the existing literature in this area to inform the translation of laboratory-based research to real-world settings. OBJECTIVE This scoping review aims to explore the effectiveness of automatic training tasks, types of training tasks commonly used, mode of delivery, and impacts of gamification on automatic processing tasks designed for digital psychological health interventions in real-world settings among adults. METHODS The scoping review methodology proposed by Arskey and O’Malley and Colquhoun was applied. A scoping review was chosen because of the novelty of the digital automatic processing field and to encompass a broad review of the existing evidence base. Electronic databases and gray literature databases were searched with the search terms “automatic processing,” “computerised technologies,” “health intervention,” “real-world,” and “adults” and synonyms of these words. The search was up to date until September 2018. A manual search was also completed on the reference lists of the included studies. RESULTS A total of 14 studies met all inclusion criteria. There was a wide variety of health conditions targeted, with the most prevalent being alcohol abuse followed by social anxiety. Attention bias modification tasks were the most prevalent type of automatic processing task, and the majority of tasks were most commonly delivered over the web via a personal computer. Of the 14 studies included in the review, 8 demonstrated significant changes to automatic processes and 4 demonstrated significant behavioral changes as a result of changed automatic processes. CONCLUSIONS This is the first review to synthesize the evidence on automatic processing tasks in real-world settings targeting adults. This review has highlighted promising, albeit limited, research demonstrating that automatic processing tasks may be used effectively in a real-world setting to influence behavior change.



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