Evidence map›Paper›PMID 41894590›Full record

ArticleJMIR serious games2026

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

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

7 authors.

Marianna Antoniadou *Department of Health, Medicine and Caring Sciences, Linköping University, Linköping, SE-581 83, Sweden, 46 11363629.ORCID http://orcid.org/0009-0005-6304-3942
Helena Orädd *Department of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0009-0004-3674-3946
Aseel BerglundDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0001-7566-2218
Erik BerglundDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0001-9703-292X
Anna StrömbergDepartment of Health, Medicine and Caring Sciences, Linköping University, Linköping, SE-581 83, Sweden, 46 11363629.ORCID http://orcid.org/0000-0002-4259-3671
Tiny JaarsmaDepartment of Health, Medicine and Caring Sciences, Linköping University, Linköping, SE-581 83, Sweden, 46 11363629.ORCID http://orcid.org/0000-0002-4197-4026
Leonie KlompstraDepartment of Health, Medicine and Caring Sciences, Linköping University, Linköping, SE-581 83, Sweden, 46 11363629.ORCID http://orcid.org/0000-0002-7493-0353

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: 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. Objective: 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. Methods: 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 the Heart Farming exergame for 3 months. Participants with chronic conditions, including heart failure, Parkinson disease, type 2 diabetes, stroke, or rheumatic disease, were recruited from 2 ongoing studies. Data were analyzed using deductive content analysis and presented based on the gamification framework. Results: The data analysis revealed increased motivation to walk, which was facilitated by game elements such as goals, rewards, feedback, and planning. Participants valued not only the sense of progression and achievement within the game but also the real-world benefits, such as spending time in nature or feeling a sense of community with others. Exergaming was integrated into daily routines by supporting the planning and structuring of daily activities. It was also perceived as enjoyable, especially due to its farming theme and visual design. Behavioral change techniques such as goal setting, feedback, and social support were commonly experienced, whereas focus on past success (as described in the gamification framework) was not used as a technique by the exergame. Psychological techniques, including self-monitoring and stress management, were mentioned. A feeling of discomfort due to playing in public was reported, and participants varied in terms of the levels of digital literacy. Social interaction features were not adequately used, even though some participants created informal support groups to exergame. Conclusions: This study contributes to the exergaming literature by examining behavioral and psychological change techniques from the perspective of individuals with chronic conditions. Exergaming incorporates a variety of behavioral and psychological change techniques, which were experienced by the participants in various ways. Individuals' previous knowledge of exergaming, interests, and illness progression were mentioned as factors that can influence their experiences of exergaming. By increasing the understanding of how game elements are experienced and how they influence health-related behavior, the findings of this study may inform the development of exergames that are better tailored to users' needs. Further research is needed to refine behavioral change techniques and assess condition-specific adaptations to maximize engagement and health outcomes.

Indexed as

behavioral change techniquesexergamesphysical activitypsychological change techniquesqualitative studytechnology

Identifiers

PMID41894590
PMCPMC13027676

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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.