Behavioral change support system

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A Behavioral Change Support System (BCSS) is any information and communications technology (ICT) tool, web platform, or gamified environment which targets behavioral changes in its end-users. BCSS are built upon persuasive systems design techniques. [1] [2]

Contents

Underlying theories and models

The design of these systems and their contents are based on behavioral change theories and models for behavioral change over time. [3] The theory of planned behavior describes the relationship between attitudes, intentions, and the desired behavior. It is considered to be one of the most influential determinant models.

A supporting model is the Fogg Behaviour Model (FBM), [4] which states that a user must be motivated first before having the ability to perform the change in their behavior, which is triggered by either intrinsic or extrinsic factors (The term "trigger" was changed by the author in late 2017 and the term "prompt" is now being used). [5] BCSS makes use of extrinsic (perceptual) prompts like alarms, messages with offers or calls to action, ads, requests, and more.

Other theories that aid in the design and mechanisms behind a BCSS include the social learning theory (SLT), which studies the interactions between a user and the environment, [6] and the theory of planned behavior [7] (initiated as the theory of reasoned action).

Techniques and elements

Applications of BCSS may include game and training elements in several market domains which can range from Health and Education and Quality of Life (QoL), to professional development and workability. Virtually any concept designed to cause a shift in a person's behavior can be considered a BCSS, even if this change is not directly observed by the users. When users are aware of this intention and choose to work within the system, the chances of favorable results from this system increase. This effect is attributed to metacognition, as most BCSS systems implement metacognitive strategies for goal attainment. [8] [9] These strategies help users understand the cause of their resistance to adopting the desired behavior. It requires that they monitor themselves whenever the targeted behavior can be observed to understand their progress towards the desired behavior, and record evidence (usually objective but also subjective measurements) of their behavioral changes.

There can be a positive impact on people who have difficulties in changing their behavior by considering behaviors and the distance to the desired behavior. This can be achieved by helping them develop a personalized plan for reaching the targeted behavior and learning the ways to achieve their personal goals. In most cases, the general objective can be split into more than one objective or step, before the desired behavior is adopted by the users and becomes a routine. The positive feedback introduces self-management in BCSS applications since it is particularly helpful for people to take responsibility for their own actions and do things to the best of their ability. BCSS is very often equipped with additional features like game elements to foster user engagement leading to serious game applications. Moreover, they implement machine learning techniques to predict the future behavior of users based on their past performance. The evidence of the achieved change in behavior, as well as important notifications during self-evaluation, are communicated with visual analytics tools such as performance graphs. Additional tools frequently found in BCSS include checklists and questionnaires to collect users' feedback, hardware sensing components like the Internet of things (IoT) devices (e.g., cameras), and social collaboration to help the members of a user community to support each other. Occasionally, some BCSS allow professionals (trainers, educators, medical personnel and social professionals) to participate in the BCSS activities. This can be done by giving advice and support and also by making decisions and alterations to the treatment plan according to the observed performance and the personal needs of the targeted users.

Taxonomies

Most BCSSes work on a single profile (targeted user), while some can monitor and report progress made by a group of people. There are BCSS applications purely made using software, while others include hardware components like sensors and IoT devices to introduce physical computing in a hybrid physical-digital approach. [10] The devices used to access a BCSS are usually internet-connected mobile devices like smartphones, tablets, or smartwatches. The success in this category of BCSS applications lies in monitoring and notifying the users constantly in regards to daily activities. On the other hand, there are BCSSes which are less intrusive and rely on less frequent access to the system. Another way to distinguish BCSSes is by the knowledge domain they refer to. Theoretically, a BCSS can be built in any knowledge domain.

Knowledge domains

eHealth/mHealth

Examples of BCSS applied in eHealth domains include CAREGIVERSPRO-MMD, [11] which is a community-based intervention to support people living with dementia and their caregivers using game elements to engage users in non-pharmacological interventions; iLift, [12] which trains nurses in lifting and transfer techniques to prevent lower-back injuries, and We4Fit [13] which is more like a game environment. A more extensive review of health BCSS can be found on the work of Alahäivälä & Oinas-Kukkonen (2016) [14] and Bridle et al. (2005). [15]

Education

As Arlinghaus and Johnston implied, “Although not sufficient, education is a necessary component for behaviour change” (2018). [16] BCSSes are used in education less for imparting knowledge and testing knowledge gained, and more for teaching a difficult subject like "responsible sexual behaviour" in middle-school students, [17] or for changing attitudes and beliefs about a topic of interest.

Adopting new behavioral patterns is difficult and people are not motivated to change their behavior if they do not recognize the blocking issue. Gamification is used to help recognition by providing rewards, competition, and motivational cues of a BCSS. Prochaska et al. (2007) [18] proposed a six-stage behavioral change model (pre-contemplation, contemplation, preparation, action, maintenance, and termination) which can be applied in educational uses of a BCSS, as it appears in an ideal environment for making the first step (contemplation) after a long period of resistance (pre-contemplation). BCSSes affect the physical world and help people experiment with an alternative behavioral pattern without thinking of possible coincidences (such as social exposure). The virtual activities performed in a BCSS help in the next step (preparation) where the user makes a transition from a passive to an active state in a safe environment. The user-monitoring and reward system of a BCSS helps users complete the rest of the stages of the behavior change (action, maintenance, and termination) and avoid regression to the previous unwanted behavior. Schmied (2017) proposes a similar seven-step process: the Designing for Behaviour Change (DBC) framework. [19] Overall, a positive behavioral change in education settings is facilitated by technology through digital intervention strategies, where a teacher or educator makes adjustments to personalize the interventions to the student's profiles and performance. [20] Although ICT tools may not be necessary to change behavior in schools, [21] when used in the form of serious game-assisted learning, they can provide a more in-depth perception of important concepts in a field of study despite some disadvantages. [22]

Other Domains

BCSS has been applied in other knowledge and study areas, including workers' behaviour, consumers' brand-loyalty, and CO2 footprints and energy consumption. Examples include applications designed to raise water-saving awareness, [23] [24] apps used by drivers to reduce fuel consumption by adopting an eco-friendly driving style, [25] and educational games for simulating energy consumption in domestic environments like in Casals et al. (2017). [26] A systematic review of the application of game elements to behavioural change in domestic energy consumption can be found in Johnson et al. (2017) [27] An example from the Industry 4.0 domain is SATISFACTORY, [28] which proposes a gamified social collaboration platform that is integrated into the shop-floor of industries to improve productivity, safety and workers' engagement. In the marketing context, behavioural change techniques do not aim to change the way people think, but how they consume products and services. [29] In politics, behavioural change interventions are delivered in the form of mass-media campaigns on existing social media platforms rather than standalone applications. [30]

Overall, there is a continually growing number of domains in which ICT tools are introduced as tools to implement and deliver behavioral change campaigns in a systematic way. Some researchers refer to persuasive technology to identify the computer-mediated communication between humans or human-computer interaction technologies used to deliver persuasive evidence. A BCSS should be treated as a more complex ICT-based construct which may use persuasive technologies, but also supports the full life-cycle of behavioral change interventions (from authoring to publishing), implements various campaigns to achieve its goals, and is adaptive to specific user profiles.

Criticism

Behavior Change Support Systems have been criticized for a lack of grounding in independent behavioral theory, as well as the lack of industry standards to measure performance or effect. [31] Another source of criticism refers to the dominant behavioral change models as products of the theory of planned behavior. [32] According to some researchers (Kollmus & Agyeman, 2002), [33] there is a gap between attitude and intention, and target behavior. Thus, it is difficult to find a widely accepted model that can take all relevant behavioral parameters into account. Additionally, even if BCSSes help to effect a change in a targeted user's behavior, the user usually fails to maintain the target behavior. This could be the result of underestimating the long-term influence that environmental factors have on behavior.

There is currently an open discussion on how intrusive a BCSS should be, but this appears to be dependent upon the physical and social context of the environment in which the BCSS is being used. As BCSS makes use of personal data coming from users' profiles and the user-monitoring system, the use of BCSSes in everyday life may be legally restricted.[ improper synthesis? ]

Related Research Articles

Behavior or behaviour is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary.

<span class="mw-page-title-main">Persuasion</span> Umbrella term of influence and mode of communication

Persuasion or persuasion arts is an umbrella term for influence. Persuasion can influence a person's beliefs, attitudes, intentions, motivations, or behaviours.

Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not necessarily through coercion. Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent.

<span class="mw-page-title-main">Technology acceptance model</span> Information systems theory

The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology.

<span class="mw-page-title-main">Attitude (psychology)</span> Concept in psychology and communication studies

An attitude "is a summary evaluation of an object of thought. An attitude object can be anything a person discriminates or holds in mind." Attitudes include beliefs (cognition), emotional responses (affect) and behavioral tendencies. In the classical definition an attitude is persistent, while in more contemporary conceptualizations, attitudes may vary depending upon situations, context, or moods.

<span class="mw-page-title-main">Theory of planned behavior</span> Theory that links behaviour

The theory of planned behaviour (TPB) is a psychological theory that links beliefs to behavior. The theory maintains that three core components, namely, attitude, subjective norms, and perceived behavioural control, together shape an individual's behavioral intentions. In turn, a tenet of TPB is that behavioral intention is the most proximal determinant of human social behavior.

<span class="mw-page-title-main">Transtheoretical model</span> Integrative theory of therapy

The transtheoretical model of behavior change is an integrative theory of therapy that assesses an individual's readiness to act on a new healthier behavior, and provides strategies, or processes of change to guide the individual. The model is composed of constructs such as: stages of change, processes of change, levels of change, self-efficacy, and decisional balance.

<span class="mw-page-title-main">Theory of reasoned action</span> Psychological theory

The theory of reasoned action aims to explain the relationship between attitudes and behaviors within human action. It is mainly used to predict how individuals will behave based on their pre-existing attitudes and behavioral intentions. An individual's decision to engage in a particular behavior is based on the outcomes the individual expects will come as a result of performing the behavior. Developed by Martin Fishbein and Icek Ajzen in 1967, the theory derived from previous research in social psychology, persuasion models, and attitude theories. Fishbein's theories suggested a relationship between attitude and behaviors. However, critics estimated that attitude theories were not proving to be good indicators of human behavior. The TRA was later revised and expanded by the two theorists in the following decades to overcome any discrepancies in the A–B relationship with the theory of planned behavior (TPB) and reasoned action approach (RAA). The theory is also used in communication discourse as a theory of understanding.

Behavioural change theories are attempts to explain why human behaviours change. These theories cite environmental, personal, and behavioural characteristics as the major factors in behavioural determination. In recent years, there has been increased interest in the application of these theories in the areas of health, education, criminology, energy and international development with the hope that understanding behavioural change will improve the services offered in these areas. Some scholars have recently introduced a distinction between models of behavior and theories of change. Whereas models of behavior are more diagnostic and geared towards understanding the psychological factors that explain or predict a specific behavior, theories of change are more process-oriented and generally aimed at changing a given behavior. Thus, from this perspective, understanding and changing behavior are two separate but complementary lines of scientific investigation.

The unified theory of acceptance and use of technology (UTAUT) is a technology acceptance model formulated by Venkatesh and others in "User acceptance of information technology: Toward a unified view". The UTAUT aims to explain user intentions to use an information system and subsequent usage behavior. The theory holds that there are four key constructs: 1) performance expectancy, 2) effort expectancy, 3) social influence, and 4) facilitating conditions.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

<span class="mw-page-title-main">Health action process approach</span> Theory of health behavior change

The health action process approach (HAPA) is a psychological theory of health behavior change, developed by Ralf Schwarzer, Professor of Psychology at the Freie University Berlin of Berlin, Germany and SWPS University of Social Sciences and Humanities, Wroclaw, Poland, first published in 1992.

Protection motivation theory (PMT) was originally created to help understand individual human responses to fear appeals. Protection motivation theory proposes that people protect themselves based on two factors: threat appraisal and coping appraisal. Threat appraisal assesses the severity of the situation and examines how serious the situation is, while coping appraisal is how one responds to the situation. Threat appraisal consists of the perceived severity of a threatening event and the perceived probability of the occurrence, or vulnerability. Coping appraisal consists of perceived response efficacy, or an individual's expectation that carrying out the recommended action will remove the threat, and perceived self efficacy, or the belief in one's ability to execute the recommended courses of action successfully.

Epsychology is a form of psychological intervention delivered via information and communication technology. epsychology interventions have most commonly been applied in areas of health; examples are depression, adherence to medication, and smoking cessation. Future applications of epsychology interventions are likely to become increasingly more common in information, organization, and management sciences.

<span class="mw-page-title-main">Gamification</span> Using game design elements in non-games

Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.

A behavior change method, or behavior change technique, is a theory-based method for changing one or several determinants of behavior such as a person's attitude or self-efficacy. Such behavior change methods are used in behavior change interventions. Although of course attempts to influence people's attitude and other psychological determinants were much older, especially the definition developed in the late nineties yielded useful insights, in particular four important benefits:

  1. It developed a generic, abstract vocabulary that facilitated discussion of the active ingredients of an intervention
  2. It emphasized the distinction between behavior change methods and practical applications of these methods
  3. It included the concept of 'parameters for effectiveness', important conditions for effectiveness often neglected
  4. It drew attention to the fact that behavior change methods influence specific determinants.

The reasoned action approach (RAA) is an integrative framework for the prediction of human social behavior. The reasoned action approach states that attitudes towards the behavior, perceived norms, and perceived behavioral control determine people's intentions, while people's intentions predict their behaviors.

Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. Habitica is an open source project. It has attracted the interest of scientific research into the efficacy of habit-forming.

<span class="mw-page-title-main">Gamification of learning</span> Educational approach aiming to promote learning by using video game design and game elements

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.

<span class="mw-page-title-main">Behavioural design</span> Field of design concerned with the influence of design on behavior

Behavioural design is a sub-category of design, which is concerned with how design can shape, or be used to influence human behaviour. All approaches of design for behaviour change acknowledge that artifacts have an important influence on human behaviour and/or behavioural decisions. They strongly draw on theories of behavioural change, including the division into personal, behavioural, and environmental characteristics as drivers for behaviour change. Areas in which design for behaviour change has been most commonly applied include health and wellbeing, sustainability, safety and social context, as well as crime prevention.

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See also