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. 2018 Feb 1;7(1):51–66. doi: 10.1089/g4h.2017.0002

Table 2.

Theoretical Conceptualization and Design of Land of Secret Gardens (LOSG)

Concept/model Implementation
Autonomy—a construct of intrinsic motivation elaborated on in cognitive evaluation theory; stresses the importance of degrees of choice, and the responsiveness of a game to the player's choices. LOSG requires players to earn points, however, they can do so by playing one of two games. Players can also choose which plants they wish to purchase at the market, to then use in their gardens.
Competence—a construct of intrinsic motivation elaborated on in cognitive evaluation theory; stresses the importance of a player's sense of accomplishment and control over the game. The incorporation of a leaderboard in LOSG provides a sense of control—to watch progress and orient oneself in the trajectory of the game. Earning points by completing levels in one of two games also contributes to a sense of accomplishment.
Presence suggested to be associated with intrinsic motivation; the sense of being within a game. LOSG incorporates elements of fantasy (i.e.,—a wizard, a faraway land, and elements of mystery).
Perceived susceptibility, perceived severity, perceived benefits—components of the Health Belief Model that predict health behavior change; indicators of intention to act preventatively against a negative health outcome. Ten facts about the prevalence and consequences of HPV, as well as the safety and effectiveness of the vaccine, appear seamlessly throughout play of LOSG.
Transportation/Immersion, via the Self-Determination Theory, can allow for intrinsic motivation as players, immersed as characters, have an incentive to finish the story; also stresses value of creating a sense of direct experience to elicit strong responses. Players are encouraged to complete the game, immersed as they are in a narrative; the game commences with an audio/visual sequence to set up the plot, drawing in players, and emphasizing transportation to a fictional land; though there is not a strong intent to create a direct experience link, the concept of the garden and plant potion are metaphorical, encouraging a symbolic representation of the players as in need of protection also.