User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study
Marianna Antoniadou, Helena Orädd, Aseel Berglund, Erik Berglund, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra

TL;DR
This study explores how a walking-based mobile game called Heart Farming influences motivation and behavior in older adults with chronic conditions.
Contribution
The study provides new insights into how game elements affect behavioral and psychological outcomes in older adults with chronic diseases.
Findings
Game elements like goals and rewards increased motivation to walk.
Participants valued real-world benefits like spending time in nature.
Behavioral change techniques like goal setting and feedback were commonly experienced.
Abstract
Physical activity plays a central role in the course and progression of chronic conditions in older adults. However, individuals within this population tend to have an inactive lifestyle. Exergaming, which is defined as the integration of physical activity with game-based elements, offers a promising approach to promote physical activity in individuals with chronic conditions. Despite its potential, limited evidence exists on how specific game elements influence behavioral and psychological outcomes in this population. The aim of this study is to explore the behavioral and psychological change techniques experienced by individuals with chronic conditions using a walking-based mobile exergame, called Heart Farming. A cross-sectional qualitative design was used based on a gamification framework, using data from semistructured interviews with 14 participants aged 67 to 92 years who used…
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Taxonomy
TopicsPhysical Activity and Health · Mobile Health and mHealth Applications · Stroke Rehabilitation and Recovery
