scholarly journals In Search of Embodied Conversational and Explainable Agents for Health Behaviour Change and Adherence

2021 ◽  
Vol 5 (9) ◽  
pp. 56
Author(s):  
Amal Abdulrahman ◽  
Deborah Richards

Conversational agents offer promise to provide an alternative to costly and scarce access to human health providers. Particularly in the context of adherence to treatment advice and health behavior change, they can provide an ongoing coaching role to motivate and keep the health consumer on track. Due to the recognized importance of face-to-face communication and establishment of a therapist-patient working alliance as the biggest single predictor of adherence, our review focuses on embodied conversational agents (ECAs) and their use in health and well-being interventions. The article also introduces ECAs who provide explanations of their recommendations, known as explainable agents (XAs), as a way to build trust and enhance the working alliance towards improved behavior change. Of particular promise, is work in which XAs are able to engage in conversation to learn about their user and personalize their recommendations based on their knowledge of the user and then tailor their explanations to the beliefs and goals of the user to increase relevancy and motivation and address possible barriers to increase intention to perform the healthy behavior.

10.2196/13717 ◽  
2019 ◽  
Vol 6 (6) ◽  
pp. e13717 ◽  
Author(s):  
Vanessa Wan Sze Cheng ◽  
Tracey Davenport ◽  
Daniel Johnson ◽  
Kellie Vella ◽  
Ian B Hickie

BackgroundThere is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators.ObjectiveThis study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions.MethodsWe searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3.ResultsThe search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization; the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects.ConclusionsOur findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.


2019 ◽  
Author(s):  
Vanessa Wan Sze Cheng ◽  
Tracey Davenport ◽  
Daniel Johnson ◽  
Kellie Vella ◽  
Ian B Hickie

BACKGROUND There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. OBJECTIVE This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions. METHODS We searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3. RESULTS The search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization; the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects. CONCLUSIONS Our findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.


2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


2021 ◽  
Vol 8 ◽  
Author(s):  
John Roderick V. Madarcos ◽  
Lota A. Creencia ◽  
Bethany R. Roberts ◽  
Mathew P. White ◽  
Johana Nayoan ◽  
...  

The Philippines, as a tropical archipelagic country, is particularly vulnerable to environmental changes affecting coastal and marine settings. However, there are limited studies investigating how these changes are perceived by the local populations who depend directly on the marine environment for their livelihoods, health, and well-being, and who are the most vulnerable to such changes. To explore these issues, we conducted an in-home face-to-face structured survey in 10 coastal communities in Palawan, Philippines (n = 431). As part of the survey, respondents were asked to comment on how important they believed a list of 22 drivers/pressures (e.g., “land-use change”) were in affecting their local marine environment. Statistical analysis of this list using Exploratory Factor Analysis suggested the 22 drivers/pressures could be categorized into 7 discrete groups (or in statistical terms “factors”) of drivers/pressures (e.g., “urbanization,” “unsustainable fishing practices” etc.). We then used ordinary least squared regression to identify similarities and differences between the perspectives within and across communities, using various socio-demographic variables. Results suggested that among the seven identified factors, four were perceived by the local communities as making the marine environment worse, two were perceived as having no impact, and one was perceived to be making the marine environment better. Perceptions differed by gender, education, ethnicity, and study site. A subsequent survey with 16 local coastal resource management experts, suggested that public perceptions of the most critical drivers/pressures were broadly consistent with those of this expert group. Our findings highlight how aware local coastal communities are of the drivers/pressures underpinning the threats facing their livelihoods, health, and well-being. Ultimately, this information can support and inform decisions for the management of local marine resources.


KYAMC Journal ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 193-198
Author(s):  
Sailendra Nath Biswas ◽  
Rubaiyat Farzana Hussain ◽  
Mohd Raisul Hasan ◽  
Taslima Akber Happy ◽  
Mahaidhe Hassan ◽  
...  

Background: Healthy lifestyle is one which helps keeping and improving health and well-being. This means maintaining hygiene, eating balanced diet, getting regular exercise, avoiding tobacco and drugs and getting adequate rest and recreation. Objective(s): To assess healthy lifestyle practice among selected rural-community of Sirajganj district. Materials and methods: This cross-sectional study was conducted among people living in selected villages of Sirajganj. A total of 490 respondents were interviewed face-to-face using a semi-structured questionnaire. Results: Among the respondents 73.3% were female, mean age was 40.29 ± 15.84 years and 56.9% were literates. Mean monthly income was 10812.30±10039.63 taka. Majority (97.3%) said that they wash their hands 'before eating', 89.0% said 'after coming from washroom', 18.6% mentioned of 'after coming in contact with sick person', 3.9% said 'after playing and 3.1% mentioned of 'after holding coins'. About 84% used soap and water for hand washing. One third (33.9%) washed their hands for a period of more than 20 seconds. About 28% consume meat, fish, and egg daily. Majority (77.8%) consumed extra salt daily, 81.8% never took part in playing of doing exercises and 9.8% were current smokers. Conclusion: Subjects were ruralpeople and showed lack of many elements of healthy lifestyle. Proportion of tobacco-use was less. Yet a big proportion consumes extra salt, don't do any exercise, don't eat fruits and cannot eat protein rich food. KYAMC Journal Vol. 11, No.-4, January 2021, Page 193-198


Author(s):  
Cynthia Geyer

The practice of integrative and preventive medicine plays a critical role in improving the health and well-being of people, families, and communities. This chapter covers several key steps to optimize the effective practice of integrative and preventive medicine, including the importance the clinician–patient partnership; prioritizing pain, stress, and emotional distress; and clearly communicating the reasoning behind recommendations. The successful clinician should be able to engage with patients as partners through their health journey, make appropriate referrals to other members of the integrative medicine team, encourage self-efficacy and health behavior change, ensure patient understanding, and schedule periodic follow-up and reassessment.


2017 ◽  
Vol 13 (4) ◽  
pp. 361-373
Author(s):  
Marcela Sotomayor-Peterson ◽  
Ana A. Lucero-Liu

Purpose The purpose of this paper is to assess the associations between familism, frequency of physical contact, and marital satisfaction with mental health and well-being in a sample of 58 female marital partners of migrants who stayed in Mexico when their spouses migrated to the USA. Design/methodology/approach In total, 58 women were recruited through word of mouth in Sonora, Mexico. All women had their partner (the father of her children) living in the USA. Survey was administered face-to-face in participants’ homes. Findings Hierarchical regression analysis found that higher marital satisfaction and frequency of physical contact predicts mental health and well-being. However, familism was not associated with mental health and well-being for female partners of migrants. Originality/value This work is unique in that the current sample of female partners of migrants originate from the Sonora border region and has greater physical contact with their partner than most studies on transnational families assume. Approximately 40 percent of participants residing in the Sonora border state meet with their partners at least once a month. Additionally, this work provides an intimate face to the understanding of the very specific processes distinctive of inhabitants of border regions that are part of international migration. In order to promote health equity, health providers (e.g. counselors) need evidence-based information to tailor services to the specific needs of underserved Mexican transnationals.


2013 ◽  
Vol 4 (1) ◽  
pp. 25 ◽  
Author(s):  
Gwen K. Healey

This exploratory qualitative study used a case study method to explore Inuit women’s perspectives on their health and well-being. Data were gathered using face-to-face interviews from a purposive sample of women in one Nunavut community who self-identified as Inuit. Data analysis and interpretation were guided by an established approach in qualitative research called “immersion/crystallization.” Various strategies, including methods of verification and validition, were employed to ensure the scientific rigour and reliability of the study’s findings. The mechanisms through which culture and tradition affected women’s perceptions of health and well-being were clearly illustrated and clearly significant to the interview subjects. Women used examples of teenage pregnancy and parenting issues to illustrate traditional practices in Nunavut communities and their significance in an increasingly non-traditional society. Women stressed the importance of speaking Inuktitut and teaching it to their children. Many associated their ability to speak Inuktitut with their ties to Inuit traditions. Women described the grief experienced from loss of culture leading to problems related to identity, social inclusion and wellness. Culture and traditional knowledge were identified as key determinants of health for Canadian Inuit women. This study provides important information to inform and guide health promotion and illness prevention planning. The study will also help decision-makers and health professionals address some of the health issues affecting Inuit women by providing them with some insight into Inuit women’s local and contemporary circumstances. The results of this work can support local efforts to identify priorities for policy and program development relevant to Inuit women’s specific needs. Finally, the relevance of insight gained through the health perspectives of Inuit women in Nunavut deserves further investigation in relation to other Arctic regions, both in Canada and in the larger circumpolar community.


Sign in / Sign up

Export Citation Format

Share Document