Evidence map›Paper›PMID 38517466›Full record

ArticleJMIR serious games2024

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study.

Falk Lieder, Pin-Zhen Chen, Mike Prentice, Victoria Amo, Mateo Tošić

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
3.0field-weighted citation impact, top 8% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 15 citations in OpenAlex.

  1. Observational
  2. Article
  3. Signatures of reinforcement learning in natural behavior.Current directions in psychological science · 2025
    Article
  4. Article
  5. Article
  6. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 2 countries.

Falk Lieder *Department of Psychology, University of California, Los Angeles, Los Angeles, CA, United States.ORCID https://orcid.org/0000-0003-2746-6110
Pin-Zhen Chen *Max Planck Institute for Intelligent Systems, Tübingen, Germany.ORCID https://orcid.org/0009-0006-6231-5843
Mike PrenticeMax Planck Institute for Intelligent Systems, Tübingen, Germany.ORCID https://orcid.org/0000-0001-7852-075X
Victoria AmoMax Planck Institute for Intelligent Systems, Tübingen, Germany.ORCID https://orcid.org/0000-0002-3097-8160
Mateo TošićMax Planck Institute for Intelligent Systems, Tübingen, Germany.ORCID https://orcid.org/0009-0007-1844-1321
Max Planck Institute for Intelligent Systems · DEUniversity of California, Los Angeles · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMany people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission.

objectiveIn this study, we introduced a principled mathematical method for determining how many points should be awarded or deducted for the enactment or omission of the desired behavior, depending on when and how often the person has succeeded versus failed to enact it in the past. We called this approach optimized gamification of behavior change.

methodsAs a proof of concept, we designed a chatbot that applies our optimized gamification method to help people build healthy water-drinking habits. We evaluated the effectiveness of this gamified intervention in a 40-day field experiment with 1 experimental group (n=43) that used the chatbot with optimized gamification and 2 active control groups for which the chatbot's optimized gamification feature was disabled. For the first control group (n=48), all other features were available, including verbal feedback. The second control group (n=51) received no feedback or reminders. We measured the strength of all participants' water-drinking habits before, during, and after the intervention using the Self-Report Habit Index and by asking participants on how many days of the previous week they enacted the desired habit. In addition, all participants provided daily reports on whether they enacted their water-drinking intention that day.

resultsA Poisson regression analysis revealed that, during the intervention, users who received feedback based on optimized gamification enacted the desired behavior more often (mean 14.71, SD 6.57 times) than the active (mean 11.64, SD 6.38 times; P<.001; incidence rate ratio=0.80, 95% CI 0.71-0.91) or passive (mean 11.64, SD 5.43 times; P=.001; incidence rate ratio=0.78, 95% CI 0.69-0.89) control groups. The Self-Report Habit Index score significantly increased in all conditions (P<.001 in all cases) but did not differ between the experimental and control conditions (P>.11 in all cases). After the intervention, the experimental group performed the desired behavior as often as the 2 control groups (P≥.17 in all cases).

conclusionsOur findings suggest that optimized gamification can be used to make digital behavior change interventions more effective.

trial registrationOpen Science Framework (OSF) H7JN8; https://osf.io/h7jn8.

Indexed as

artificial intelligencebehavior changechatbotdigital interventionsfeedbackgamificationhabit formationmobile phonepoints

Identifiers

PMID38517466
PMCPMC10998180
OpenAlexW4386321571

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.