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. Author manuscript; available in PMC: 2021 Oct 1.
Published in final edited form as: Prev Sci. 2021 Mar 30;22(7):831–844. doi: 10.1007/s11121-021-01214-x

Table 4.

Gamification elements included in lifestyle interventions involving family members

Gamification element Psychological need Number of interventions with element Examples of element from interventions included
Game design elements reflecting engaged learning
Affiliation with others Relatedness to others 33 • Facebook support group for caregivers (Ling, 2018)
• Web social support (Po’e, 2013)
Focused goals Autonomy 29 • Goals set between parents and children (Waling, 2012)
• Spouses support and focus on participant’s goals, avoiding criticism (King, 2014)
Novelty and variety Autonomy 22 • Online synchronous meetings on website with coach and families (Hingle, 2019)
• Child sends parent “letter” over FB messenger with food would like to try in next month (Ling, 2018)
Affirmation of performance Perceived competence 20 • Real-time assessments based on sensors (Fedele, 2019; Espinoza, 2017)
• Support for those not making goals (Bock, 2014)
Clear and compelling standards Perceived competence 19 • Follow national recommendations on diet (Graziano, 2017, Diaz, 2010)
Choice Autonomy 17 • Type of physical activity, with indoor sports tickets and exercise equipment offered (Viitasalo, 2016)
Challenging tasks Perceived competence 13 • Modify recipes (Savoye, 2011)
• Assignments and activities related to health behaviors for parents and children between sessions (Waling, 2012, Brennan, 2013)
Protection from adverse consequences for initial failures Perceived competence 3 • “Power time” interactive lab between parents and children to try new snacks (Smith, 2013)
• Practice problem solving (Fenner, 2016)
• Work together on workbook activities (Catenacci, 2014)
Game design elements reflecting motivational affordances
Teammates Relatedness to others 10 • Partners had shared goals and tracking (Aschbrenner, 2015)
• Children and parents work as team to modify family recipes (Savoye, 2011)
Performance graphs/Levels Perceived competence 7 • Sensor data downloaded and tracked at doctor’s office (Espinoza, 2017) or posted to FB (Ling, 2018)
Meaningful stories Relatedness to others 3 • Culturally-specific stories written on living with and managing diabetes (Gilliland, 2002)
Badges Perceived competence 2 • Spouse identifies reward for progress toward goals (King, 2014)
Points Perceived competence 2 • Points awarded for reaching goals, translate into family-provided rewards (TODAY 2010)
Leaderboard Perceived competence 1 • Teams were placed in order of success toward goals (Martin, 2009)
Avatars Relatedness to others 0