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  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JSG</journal-id>
      <journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id>
      <journal-title>JMIR Serious Games</journal-title>
      <issn pub-type="epub">2291-9279</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v9i4e29964</article-id>
      <article-id pub-id-type="pmid">34870604</article-id>
      <article-id pub-id-type="doi">10.2196/29964</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Original Paper</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Original Paper</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Zary</surname>
            <given-names>Nabil</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Karimi</surname>
            <given-names>Nazgol</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Ratz</surname>
            <given-names>Tiara</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib id="contrib1" contrib-type="author">
          <name name-style="western">
            <surname>Robertson</surname>
            <given-names>Michael C</given-names>
          </name>
          <degrees>PhD, MPH</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-2240-014X</ext-link>
        </contrib>
        <contrib id="contrib2" contrib-type="author">
          <name name-style="western">
            <surname>Baranowski</surname>
            <given-names>Tom</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-0653-2222</ext-link>
        </contrib>
        <contrib id="contrib3" contrib-type="author">
          <name name-style="western">
            <surname>Thompson</surname>
            <given-names>Debbe</given-names>
          </name>
          <degrees>PhD, RD</degrees>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-5491-8816</ext-link>
        </contrib>
        <contrib id="contrib4" contrib-type="author">
          <name name-style="western">
            <surname>Basen-Engquist</surname>
            <given-names>Karen M</given-names>
          </name>
          <degrees>PhD, MPH</degrees>
          <xref rid="aff3" ref-type="aff">3</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-7299-0646</ext-link>
        </contrib>
        <contrib id="contrib5" contrib-type="author">
          <name name-style="western">
            <surname>Swartz</surname>
            <given-names>Maria Chang</given-names>
          </name>
          <degrees>PhD, MPH, RD, LD</degrees>
          <xref rid="aff4" ref-type="aff">4</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-4069-3089</ext-link>
        </contrib>
        <contrib id="contrib6" contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Lyons</surname>
            <given-names>Elizabeth J</given-names>
          </name>
          <degrees>PhD, MPH</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <address>
            <institution>Department of Nutrition, Metabolism &#38; Rehabilitation Sciences</institution>
            <institution>University of Texas Medical Branch at Galveston</institution>
            <addr-line>301 University Blvd</addr-line>
            <addr-line>Galveston, TX, 77555</addr-line>
            <country>United States</country>
            <phone>1 409 772 2578</phone>
            <email>ellyons@utmb.edu</email>
          </address>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0003-1695-2236</ext-link>
        </contrib>
      </contrib-group>
      <aff id="aff1">
        <label>1</label>
        <institution>Department of Nutrition, Metabolism &#38; Rehabilitation Sciences</institution>
        <institution>University of Texas Medical Branch at Galveston</institution>
        <addr-line>Galveston, TX</addr-line>
        <country>United States</country>
      </aff>
      <aff id="aff2">
        <label>2</label>
        <institution>U.S. Department of Agriculture/Agricultural Research Service Children’s Nutrition Research Center</institution>
        <institution>Baylor College of Medicine</institution>
        <addr-line>Houston, TX</addr-line>
        <country>United States</country>
      </aff>
      <aff id="aff3">
        <label>3</label>
        <institution>Department of Behavioral Science</institution>
        <institution>University of Texas MD Anderson Cancer Center</institution>
        <addr-line>Houston, TX</addr-line>
        <country>United States</country>
      </aff>
      <aff id="aff4">
        <label>4</label>
        <institution>Department of Pediatrics-Research</institution>
        <institution>University of Texas MD Anderson Cancer Center</institution>
        <addr-line>Houston, TX</addr-line>
        <country>United States</country>
      </aff>
      <author-notes>
        <corresp>Corresponding Author: Elizabeth J Lyons <email>ellyons@utmb.edu</email></corresp>
      </author-notes>
      <pub-date pub-type="collection">
        <season>Oct-Dec</season>
        <year>2021</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>3</day>
        <month>12</month>
        <year>2021</year>
      </pub-date>
      <volume>9</volume>
      <issue>4</issue>
      <elocation-id>e29964</elocation-id>
      <history>
        <date date-type="received">
          <day>26</day>
          <month>4</month>
          <year>2021</year>
        </date>
        <date date-type="rev-request">
          <day>2</day>
          <month>7</month>
          <year>2021</year>
        </date>
        <date date-type="rev-recd">
          <day>20</day>
          <month>7</month>
          <year>2021</year>
        </date>
        <date date-type="accepted">
          <day>3</day>
          <month>8</month>
          <year>2021</year>
        </date>
      </history>
      <copyright-statement>©Michael C Robertson, Tom Baranowski, Debbe Thompson, Karen M Basen-Engquist, Maria Chang Swartz, Elizabeth J Lyons. Originally published in JMIR Serious Games (https://games.jmir.org), 03.12.2021.</copyright-statement>
      <copyright-year>2021</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="https://games.jmir.org/2021/4/e29964" xlink:type="simple"/>
      <abstract>
        <sec sec-type="background">
          <title>Background</title>
          <p>Games for health are a promising approach to health promotion. Their success depends on achieving both experiential (game) and instrumental (health) objectives. There is little to guide game for health (G4H) designers in integrating the science of behavior change with the art of game design.</p>
        </sec>
        <sec sec-type="objective">
          <title>Objective</title>
          <p>The aim of this study is to extend the Behaviour Change Wheel program planning model to develop Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE), a G4H centered on increasing physical activity in insufficiently active older women.</p>
        </sec>
        <sec sec-type="methods">
          <title>Methods</title>
          <p>We present and apply the G4H Mechanics, Experiences, and Change (MECHA) process, which supplements the Behaviour Change Wheel program planning model. The additional steps are centered on identifying target G4H player experiences and corresponding game mechanics to help game designers integrate design elements and G4H objectives into behavioral interventions.</p>
        </sec>
        <sec sec-type="results">
          <title>Results</title>
          <p>We identified a target behavior of increasing moderate-intensity walking among insufficiently active older women and key psychosocial determinants of this behavior from self-determination theory (eg, autonomy). We used MECHA to map these constructs to intervention functions (eg, persuasion) and G4H target player experiences (eg, captivation). Next, we identified behavior change techniques (eg, framing or reframing) and specific game mechanics (eg, transforming) to help realize intervention functions and elicit targeted player experiences.</p>
        </sec>
        <sec sec-type="conclusions">
          <title>Conclusions</title>
          <p>MECHA can help researchers map specific linkages between distal intervention objectives and more proximal game design mechanics in games for health. This can facilitate G4H program planning, evaluation, and clearer scientific communication.</p>
        </sec>
      </abstract>
      <kwd-group>
        <kwd>physical activity</kwd>
        <kwd>video games</kwd>
        <kwd>eHealth</kwd>
        <kwd>intervention</kwd>
        <kwd>behavior and behavior mechanisms</kwd>
        <kwd>psychological theory</kwd>
        <kwd>serious games</kwd>
        <kwd>gamification</kwd>
        <kwd>older women</kwd>
        <kwd>older adults</kwd>
        <kwd>behavior change</kwd>
        <kwd>behavioral interventions</kwd>
        <kwd>mobile phone</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <sec>
        <title>Background</title>
        <p>Games for health (Gs4H) are a promising venue through which to increase motivation for, and enjoyment associated with, health-related behaviors. Its success is largely dependent on eliciting a playful, enjoyable, fun experience while simultaneously delivering efficacious behavior change techniques (BCTs) [<xref ref-type="bibr" rid="ref1">1</xref>]. Gs4H seem to effect change in various contexts [<xref ref-type="bibr" rid="ref2">2</xref>-<xref ref-type="bibr" rid="ref5">5</xref>]. However, existing studies provide limited guidance for developers interested in designing novel Gs4H. Studies often have confusing or sparse discussions of their game design elements, and specific game mechanics are not often linked to theory-based behavior change mechanisms. This lack of clarity limits the accumulation of scientific knowledge and may be due in part to a lack of a common program planning method.</p>
        <p>The extent to which a game for health (G4H) brings about behavior change defines its success. G4H developers have long recognized the potential utility of using insights from the field of behavioral science to achieve health-related behavior change [<xref ref-type="bibr" rid="ref6">6</xref>]. BCTs have become a popular choice for parsing the <italic>active ingredients</italic> of behavioral interventions because they cut across diverse behavior change theories and help to explicate mechanisms of behavior change. Gs4H may be a particularly useful avenue through which to implement BCTs because they may be amenable to doing so with high fidelity to large numbers of people [<xref ref-type="bibr" rid="ref7">7</xref>]. Explicitly including BCTs in G4H design will help G4H designers to identify the most effective strategies for fostering behavior change in various contexts and articulate hypothesized mechanisms of behavior change [<xref ref-type="bibr" rid="ref7">7</xref>-<xref ref-type="bibr" rid="ref9">9</xref>].</p>
        <p>Detailed program planning methods exist for traditional health promotion programs. Systematic methods such as Intervention Mapping and the Behaviour Change Wheel (BCW) emphasize using behavior change theories and techniques to link modifiable determinants of behavior to health-related behaviors and outcomes [<xref ref-type="bibr" rid="ref10">10</xref>-<xref ref-type="bibr" rid="ref12">12</xref>]. However, these approaches do not readily extend to the intricacies of game design. For example, application of the BCW might indicate that the use of a BCT such as <italic>framing</italic> or <italic>reframing</italic> is warranted to influence health-related behavior [<xref ref-type="bibr" rid="ref13">13</xref>], but researchers have little guidance on <italic>how</italic> to implement this BCT using game design. Research centered on using program planning methods in game design may facilitate more rigorous development and clear scientific communication of Gs4H.</p>
        <p>Models of gamification or using game design elements to achieve nongame objectives emphasize the importance of designing game systems that are chiefly centered on the benefits to, and interests of, the user [<xref ref-type="bibr" rid="ref14">14</xref>-<xref ref-type="bibr" rid="ref16">16</xref>]. They highlight the importance of iterative prototyping and the potential utility of self-determination theory (SDT)—a health behavior change theory that posits that the satisfaction of one’s core psychological needs can have a bearing on one’s quality of motivation for engaging in health-related behavior [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>]. The Mechanics, Dynamics, and Aesthetics Framework provides a formal approach to understanding games by helping designers to decompose games into their constituent design elements and map their interrelationships [<xref ref-type="bibr" rid="ref18">18</xref>]. The Learning Mechanics-Game Mechanics Model enables researchers to map pedagogical principles featured in educational games to corresponding game design elements [<xref ref-type="bibr" rid="ref19">19</xref>]. Existing models provide useful nuance but may not match the particular needs of behavioral health interventionists because they are not well suited for explicating mechanisms of behavior change.</p>
        <p>Most Gs4H do not seem to be grounded in models of gamification or health behavior change theory [<xref ref-type="bibr" rid="ref20">20</xref>]. Furthermore, although BCTs are commonly found in Gs4H (typically falling into the categories of feedback and monitoring, comparison of behavior, and reward and threat), their putative role in the experiences evoked by Gs4H are seldom specified [<xref ref-type="bibr" rid="ref21">21</xref>]. Thus, at present there are not strong linkages between the core tenets of health behavior change theory and the experiential objectives of Gs4H (eg, fun or playfulness) [<xref ref-type="bibr" rid="ref22">22</xref>]. This gap stymies progress in G4H design because it limits our ability to integrate key experiential and instrumental objectives and the precision with which we are able to evaluate the pathways through which Gs4H may effect change.</p>
      </sec>
      <sec>
        <title>Step-by-Step Program Planning Model</title>
        <p>The development of Gs4H typically demands considerable up-front costs [<xref ref-type="bibr" rid="ref9">9</xref>], and potential funders need to see how game design elements purport to effect health-related outcomes [<xref ref-type="bibr" rid="ref23">23</xref>]. Thus, it is especially important to ensure that key scientific and game design principles are adequately integrated early in design. The BCW specifies commonly accepted BCTs and how to select them for program design [<xref ref-type="bibr" rid="ref11">11</xref>,<xref ref-type="bibr" rid="ref12">12</xref>]. We present a step-by-step program planning model adapting the BCW [<xref ref-type="bibr" rid="ref11">11</xref>,<xref ref-type="bibr" rid="ref12">12</xref>] to the development of Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE). CHALLENGE is a social media game, delivered through Facebook and centered on increasing physical activity in insufficiently active older women. This paper thereby illustrates a process to guide researchers in the development of Gs4H and also provides a template to facilitate clearer scientific communication for linking behavior change objectives to G4H design.</p>
      </sec>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <sec>
        <title>Overview</title>
        <p>To develop the behavioral intervention core of CHALLENGE, we adapted the BCW program planning process enumerated by Michie et al [<xref ref-type="bibr" rid="ref12">12</xref>] by adding 2 steps and removing 1. The first added step, termed <italic>Identify target player experiences,</italic> is centered on selecting target experiences that are conducive to intervention functions and influencing psychosocial constructs. The second added step, termed <italic>Identify game mechanics</italic>, is centered on selecting specific game design elements for eliciting target player experiences and implementing BCTs. We removed the BCW step centered on identifying policy categories because Gs4H are typically concerned with targeting intrapersonal- and interpersonal-level factors. Taken together, we call this G4H planning process the Mechanics, Experiences, and Change (MECHA) Model (<xref rid="figure1" ref-type="fig">Figure 1</xref>). It consists of 9 steps: (1) define the problem in behavioral terms, (2) select the target behavior, (3) specify the target behavior, (4) identify what needs to change, (5) identify intervention functions, (6) identify target player experiences, (7) select BCTs, (8) identify game mechanics, and (9) determine mode of delivery (<xref ref-type="table" rid="table1">Table 1</xref>).</p>
      </sec>
      <sec>
        <title>Study Approval</title>
        <p>This study was approved by the institutional review board of The University of Texas Medical Branch at Galveston (protocol number: 19-0158).</p>
        <fig id="figure1" position="float">
          <label>Figure 1</label>
          <caption>
            <p>A Mechanics, Experiences, and Change Model for game-induced behavior change.</p>
          </caption>
          <graphic xlink:href="games_v9i4e29964_fig1.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
        </fig>
        <table-wrap position="float" id="table1">
          <label>Table 1</label>
          <caption>
            <p>Steps of game for health Mechanics, Experiences, and Change Model.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="150"/>
            <col width="450"/>
            <col width="400"/>
            <thead>
              <tr valign="top">
                <td>Step</td>
                <td>Description</td>
                <td>Example</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Step 1: Define the problem in behavioral terms<sup>a</sup></td>
                <td>Identify the specific target population. Review the epidemiological evidence concerning the health-related outcomes of interest. Identify relevant behaviors linked to these outcomes and their location in that target population</td>
                <td>We identified the target population as women aged 65-85 years who are not meeting nationally recommended physical activity guidelines</td>
              </tr>
              <tr valign="top">
                <td>Step 2: Select a target behavior<sup>a</sup></td>
                <td>Select a target behavior from the relevant behaviors identified in step 1. Consider the relative impact of each behavior, its likelihood of change, the potential for spillover into other important behaviors, and ease of measurement of the behavior</td>
                <td>The nationally recommended physical activity guidelines for older adults include several related behaviors (eg, aerobic physical activity, muscle-strengthening physical activity, and time spent sedentary) [<xref ref-type="bibr" rid="ref24">24</xref>]. In this step we opted to focus on aerobic physical activity because of its well-documented health benefits, preference in older adults [<xref ref-type="bibr" rid="ref25">25</xref>], and amenability to objective measurement</td>
              </tr>
              <tr valign="top">
                <td>Step 3: Specify the target behavior<sup>a</sup></td>
                <td>Specify the target behavior identified in step 2 in detail. To do so, use the 6 template questions proposed by Michie et al [<xref ref-type="bibr" rid="ref12">12</xref>]: (1) Who needs to perform the behavior? (2) What does the person need to do differently to achieve the desired change? (3) When will they do it? (4) Where will they do it? (5) How often will they do it? (6) With whom will they do it?</td>
                <td>We specified details pertaining to the target behavior selected in step 2 (presented in the <italic>Results</italic> section)</td>
              </tr>
              <tr valign="top">
                <td>Step 4: Identify what needs to change<sup>a</sup></td>
                <td>Conduct a behavioral analysis as recommended by Michie et al [<xref ref-type="bibr" rid="ref12">12</xref>] (ie, focus groups, questionnaires, observations, documentary analysis, or review of relevant literature) to identify psychosocial constructs that need to change to achieve the desired behavior change. Select an appropriate health-related behavior change theory or model to guide this process</td>
                <td>We identified key constructs that need to change to promote the target behavior identified in step 3 (the <italic>Results</italic> section provides an illustrative template). This process may be guided by, for example, SDT<sup>b</sup> [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>] or the COM-B<sup>c</sup> Model [<xref ref-type="bibr" rid="ref12">12</xref>]. For example, <italic>competence</italic> for engaging in physical activity predicts physical activity levels across a wide range of contexts [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Step 5: Identify intervention functions<sup>a</sup></td>
                <td>Identify the primary intervention functions of the G4H<sup>d</sup> intervention to target each of the constructs identified in step 4. The process of mapping intervention functions to psychosocial constructs can be guided by the BCW<sup>e</sup> [<xref ref-type="bibr" rid="ref12">12</xref>] and its subcomponents [<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                <td><italic>Modeling</italic>, for example, is an intervention function that may be used to increase feelings of competence for engaging in physical activity (a psychosocial construct featured in SDT)</td>
              </tr>
              <tr valign="top">
                <td>Step 6. Identify target player experiences</td>
                <td>Identify experiential objectives that would facilitate compelling gameplay and can be integrated with the intervention functions (identified in step 5). Behavior change theory can facilitate this process</td>
                <td>We used the Playful Experiences Framework to frame the identification of target player experiences [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>]. As an example, SDT suggests that experiences of friendly <italic>competition</italic> with appropriately matched role models may bolster feelings of <italic>competence</italic> for engaging in physical activity</td>
              </tr>
              <tr valign="top">
                <td>Step 7: Identify BCTs<sup>a,f</sup></td>
                <td>Select the BCTs to be featured in the intervention. BCTs are the “active ingredients” of a behavioral intervention, or “the observable, replicable, irreducible components of an intervention” designed to change behavior (eg, the provision of feedback). The taxonomy of 93 distinct BCTs developed by Michie et al [<xref ref-type="bibr" rid="ref13">13</xref>] can be used to frame the selection of BCTs. Review the extant scientific literature to identify BCTs that may be most effective in the context of the target behavior and target population</td>
                <td>Existing literature suggests that prompting self-monitoring of behavior, as an example, may be particularly useful for helping older adults increase physical activity [<xref ref-type="bibr" rid="ref30">30</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Step 8: Identify game mechanics</td>
                <td>Identify specific game mechanics designed to evoke target participant experiences [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref31">31</xref>]. Select a taxonomy of game mechanics to guide G4H game design [<xref ref-type="bibr" rid="ref32">32</xref>-<xref ref-type="bibr" rid="ref37">37</xref>]. Map individual game mechanics to the player experiences, BCTs, and psychosocial constructs identified in previous steps. These conceptual links can be evaluated and refined during iterative game development [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                <td>As an example, participants’ physical activity performance (game mechanics) [<xref ref-type="bibr" rid="ref33">33</xref>] may be used to evoke experiences of <italic>competition</italic> and implement the BCT of <italic>social comparison</italic>. These processes can be oriented toward increasing participants’ feelings of <italic>competence</italic> for engaging in physical activity</td>
              </tr>
              <tr valign="top">
                <td>Step 9: Identify mode of delivery<sup>a</sup></td>
                <td>Identify modes of delivery of the intervention that would be appropriate for the target population. These decisions can be informed by formative research and the scientific literature</td>
                <td>For example, previous research may suggest that older adults tend to prefer computer-based Gs4H to those delivered through mobile devices</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table1fn1">
              <p><sup>a</sup>Michie et al [<xref ref-type="bibr" rid="ref12">12</xref>] and Michie et al [<xref ref-type="bibr" rid="ref13">13</xref>].</p>
            </fn>
            <fn id="table1fn2">
              <p><sup>b</sup>SDT: self-determination theory.</p>
            </fn>
            <fn id="table1fn3">
              <p><sup>c</sup>COM-B: Capability-Opportunity-Motivation Behavior.</p>
            </fn>
            <fn id="table1fn4">
              <p><sup>d</sup>G4H: game for health.</p>
            </fn>
            <fn id="table1fn5">
              <p><sup>e</sup>BCW: Behaviour Change Wheel.</p>
            </fn>
            <fn id="table1fn6">
              <p><sup>f</sup>BCT: behavior change technique.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <sec>
        <title>Application of MECHA</title>
        <p>We applied MECHA to develop CHALLENGE. In doing so, we sought to refine our understanding of the context of the behavior in the target population and mapped the hypothesized linkages between health behavior change theory constructs, intervention functions, target participant experiences, BCTs, and game mechanics.</p>
      </sec>
      <sec>
        <title>Step 1: Define the Problem in Behavioral Terms</title>
        <p>Sustained moderate-to-vigorous intensity physical activity is beneficial for older adults [<xref ref-type="bibr" rid="ref38">38</xref>]. Most older adults do not meet recommended levels of physical activity [<xref ref-type="bibr" rid="ref39">39</xref>], and physical activity levels tend to decline with age [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>]. Women tend to be less physically active than men [<xref ref-type="bibr" rid="ref42">42</xref>-<xref ref-type="bibr" rid="ref45">45</xref>] and can face decreased lean muscle mass after menopause [<xref ref-type="bibr" rid="ref46">46</xref>] that can exacerbate the negative effects of inadequate activity [<xref ref-type="bibr" rid="ref47">47</xref>]. Accordingly, the target population for this G4H includes being female, aged 65-85 years, owning a smartphone and having regular internet access, self-reported weekly moderate-to-vigorous intensity physical activity ≥150 minutes, and evidence suggesting that engaging in moderate-intensity physical activity would be safe (eg, answering <italic>no</italic> to all Physical Activity Readiness Questionnaire for Everyone items or having a physician’s note).</p>
      </sec>
      <sec>
        <title>Step 2: Select a Target Behavior</title>
        <p>Moderate-intensity (ie, 3.0-6.0 metabolic equivalents) brisk walking has consistently emerged as a physical activity preference of older adults and can satisfy the nationally recommended aerobic physical activity guideline of engaging in at least 150 minutes of moderate to vigorous intensity physical activity per week [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]. Thus, we designed CHALLENGE to be primarily centered on increasing moderate-intensity walking.</p>
      </sec>
      <sec>
        <title>Step 3: Specify the Target Behavior</title>
        <p>Keeping in mind the existing literature norms for older adults and findings from pilot study research [<xref ref-type="bibr" rid="ref48">48</xref>], we selected a default step goal recommendation of walking at least 8000 steps per day for at least 5 days per week (<xref ref-type="boxed-text" rid="box1">Textbox 1</xref>).</p>
        <boxed-text id="box1" position="float">
          <title>Specify the target behavior.</title>
          <p>
            <bold>Specify the target behavior identified in detail by using the 6 template questions proposed by Michie et al [<xref ref-type="bibr" rid="ref12">12</xref>]</bold>
          </p>
          <list list-type="bullet">
            <list-item>
              <p>Target behavior</p>
            </list-item>
            <list-item>
              <p>Walking at least 8000 steps per day for at least 5 days per week</p>
            </list-item>
            <list-item>
              <p>Who needs to perform the behavior?</p>
            </list-item>
            <list-item>
              <p>Women aged 65-85 years in southeast Texas who are not meeting nationally recommended aerobic physical activity guidelines</p>
            </list-item>
            <list-item>
              <p>What do they need to do differently to achieve the desired change?</p>
            </list-item>
            <list-item>
              <p>Increase walking, both as a lifestyle and for exercise. Increases should occur gradually with a target of ≥1000 daily steps per week until target goals are met</p>
            </list-item>
            <list-item>
              <p>When do they need to do it?</p>
            </list-item>
            <list-item>
              <p>Daily</p>
            </list-item>
            <list-item>
              <p>Where do they need to do it?</p>
            </list-item>
            <list-item>
              <p>Outdoors if possible, indoors at large venues, or at home</p>
            </list-item>
            <list-item>
              <p>How often do they need to do it?</p>
            </list-item>
            <list-item>
              <p>Daily</p>
            </list-item>
            <list-item>
              <p>With whom do they need to do it?</p>
            </list-item>
            <list-item>
              <p>Alone or in small groups</p>
            </list-item>
          </list>
        </boxed-text>
      </sec>
      <sec>
        <title>Step 4: Identify What Needs to Change</title>
        <p>We chose to ground the intervention in SDT [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>] because it has led to better understanding of physical activity patterns [<xref ref-type="bibr" rid="ref26">26</xref>] and effective game design [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref50">50</xref>]. We selected 2 constructs from SDT as the primary targets of CHALLENGE: intrinsic regulation and integrated regulation. Rather than focus on intrinsic regulation per se, we opted to focus on the basic psychological needs that are theorized to predict this form of motivation: perceived autonomy, competence, and relatedness. Although these psychological needs also predict integrated regulation, we focused on the construct separately to account for its emphasis on personal values and identity (<xref ref-type="table" rid="table2">Table 2</xref>).</p>
        <table-wrap position="float" id="table2">
          <label>Table 2</label>
          <caption>
            <p>Identify what needs to change<sup>a</sup>.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="180"/>
            <col width="420"/>
            <col width="400"/>
            <thead>
              <tr valign="top">
                <td>Theoretical constructs</td>
                <td>Requirements for the target behavior to occur</td>
                <td>Should the intervention target this construct?</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Perceived autonomy</td>
                <td>Participant wants to engage in physical activity for autonomous reasons (ie, enjoyment, interest, identity, and values) [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>,<xref ref-type="bibr" rid="ref51">51</xref>]</td>
                <td>Yes; autonomous motivations for physical activity predict long-term compliance to physical activity goals, and older women want autonomy-promoting interventions [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref52">52</xref>-<xref ref-type="bibr" rid="ref54">54</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Perceived competence</td>
                <td>Participant feels competent and able to engage in physical activity</td>
                <td>Yes; self-efficacy is a strong predictor of physical activity, and many older women report low levels of self-efficacy for consistently meeting nationally recommended physical activity guidelines [<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref56">56</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Perceived relatedness</td>
                <td>Participant feels supported by others regarding her physical activity</td>
                <td>Yes; social support is a strong predictor of physical activity, and older women want social physical activity interventions [<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref57">57</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Intrinsic regulation</td>
                <td>Participant perceives physical activity as fun and interesting</td>
                <td>Yes; previous studies suggest that these factors predict physical activity, and this is an identified barrier in this population [<xref ref-type="bibr" rid="ref54">54</xref>,<xref ref-type="bibr" rid="ref55">55</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Integrated regulation</td>
                <td>Participant perceives physical activity as being in line with her values and identity</td>
                <td>Yes; previous studies suggest that integrated regulation predicts physical activity in this population [<xref ref-type="bibr" rid="ref53">53</xref>-<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref58">58</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Identified regulation</td>
                <td>Participant perceives physical activity as associated with an outcome that is important to her</td>
                <td>Yes; previous studies suggest that identified regulation predicts physical activity in this population [<xref ref-type="bibr" rid="ref53">53</xref>-<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref58">58</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Introjected regulation</td>
                <td>Participant feels obligated to engage in physical activity</td>
                <td>No; although in some cases this type of motivation may lead to behavior initiation, it is not conducive to long-term adherence to physical activity [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
              </tr>
              <tr valign="top">
                <td>External regulation</td>
                <td>Participant perceives physical activity as something that outside forces are encouraging her to do</td>
                <td>No; although in some cases this type of motivation may lead to behavior initiation, it is not conducive to long-term adherence to physical activity [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table2fn1">
              <p><sup>a</sup>Target behavior: walking at least 8000 steps per day for at least 5 days per week.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
      </sec>
      <sec>
        <title>Step 5: Identify Intervention Functions</title>
        <p>We identified 6 functions of our intervention to bring about change in the key psychological needs enumerated in <xref ref-type="table" rid="table2">Table 2</xref>. These were persuasion, incentivization, environmental restructuring, modeling, training, and enablement (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref> [<xref ref-type="bibr" rid="ref11">11</xref>-<xref ref-type="bibr" rid="ref13">13</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref33">33</xref>]). We arrived upon these intervention functions by first reviewing the various intervention functions outlined by Michie et al [<xref ref-type="bibr" rid="ref11">11</xref>,<xref ref-type="bibr" rid="ref12">12</xref>]. We drew from this list of potential intervention functions in an iterative process as we proceeded through the remaining steps of MECHA to map our G4H intervention. In doing so, we paired specific intervention functions with specific target playful experiences to ensure that our intervention’s featured elements of game design would be integrated with these core tenets of behavior change.</p>
      </sec>
      <sec>
        <title>Step 6: Identify Target Player Experiences</title>
        <p>We selected the Playful Experiences Framework to guide our identification of target player experiences [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>]. This framework was derived from studies of electronic art and video games and was created to help designers make more engaging and attractive participative systems. Using this framework, we selected target experiences for bolstering participants’ psychological needs in accordance with SDT tenets (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>). For example, because an individual’s sense of autonomy is largely derived from their feelings of volitional control and authentic endorsement of their own behavior [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>], we sought to evoke sensations of captivation, discovery, exploration, expression, and humor in the course of their gameplay. Note that the connections we make between participant experiences and SDT constructs are not necessarily exclusive; they are those that we believe are the strongest links conceptually, but it is likely that player experiences could target multiple theoretical constructs.</p>
      </sec>
      <sec>
        <title>Step 7: Identify BCTs</title>
        <p>We identified 13 BCTs to increase moderate-intensity walking in CHALLENGE by pairing the target player experiences identified in step 6 with the taxonomy of 93 distinct BCTs described by Michie et al [<xref ref-type="bibr" rid="ref13">13</xref>] (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>). These were as follows: adding objects to the environment, framing or reframing, goal setting for behavior, graded tasks, identity associated with changed behavior, information about others’ approval, nonspecific reward, prompts or cues, reducing negative emotions, self-monitoring of behavior, self-talk, social comparison, and social reward.</p>
      </sec>
      <sec>
        <title>Step 8: Identify Game Mechanics</title>
        <p>We selected the library of game mechanics developed by Järvinen [<xref ref-type="bibr" rid="ref33">33</xref>] to guide our intervention design (1) for its balance of complexity and parsimony and (2) because we felt that this conceptualization of game mechanics, defined as “what the player does in relation to the game state during a standard turn or sequence,” would lend itself to autonomy-supportive, meaningful game design. We identified game mechanics from this library to elicit targeted player experiences and implement BCTs (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>). Note that these connections are not necessarily exclusive; the mapped connections are those that we believe are the strongest links conceptually, but it is likely that many of these elements of gameplay could engender varied player experiences.</p>
      </sec>
      <sec>
        <title>Step 9: Identify Mode of Delivery</title>
        <p>We identified Facebook as an appropriate platform through which to deliver this intervention [<xref ref-type="bibr" rid="ref59">59</xref>,<xref ref-type="bibr" rid="ref60">60</xref>]. We also decided to provide participants with digital physical activity trackers. Other studies have shown high acceptability of these technologies for delivering physical activity interventions to insufficiently active older adults [<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>].</p>
      </sec>
      <sec>
        <title>Developed G4H</title>
        <p><xref ref-type="table" rid="table3">Table 3</xref> presents details of the behavioral intervention using the Template for Intervention Description and Replication Checklist [<xref ref-type="bibr" rid="ref63">63</xref>]. Participants receive weekly challenges for 1 year. Challenges are centered on implementing the game mechanics identified previously (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>; example challenges). At baseline, participants receive materials that can be used for some challenges throughout their participation in the study (eg, description cards for scavenger hunt–style challenges and cardboard frames, as well as masks and similar props that allow participants to obscure their faces in photographs). Weekly challenges are delivered by trained moderators, who post in a private Facebook group (<xref ref-type="table" rid="table3">Table 3</xref>; moderators are research staff trained by the principal investigator [EJL] on basic aspects of the Playful Experiences Framework [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>] and the intended mechanisms of change of the intervention). Participants are encouraged to comment in response to the weekly challenges and interact with each other in this forum at their convenience throughout the week. All challenges were presented to a sample of individuals from the target population (n=20) in individual interviews, and we conducted an in-depth, qualitative evaluation of the interview transcripts and revised the intervention content according to participant feedback (manuscript in preparation).</p>
        <table-wrap position="float" id="table3">
          <label>Table 3</label>
          <caption>
            <p>Template for Intervention Description and Replication Checklist for Challenges for Healthy Aging: Leveraging Limits for Engaging Networked Game-Based Exercise (CHALLENGE).</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="200"/>
            <col width="800"/>
            <thead>
              <tr valign="top">
                <td>Item name</td>
                <td>Item</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Brief name</td>
                <td>CHALLENGE</td>
              </tr>
              <tr valign="top">
                <td>Why</td>
                <td>Despite short-term benefits, older adults’ adherence to physical activity and tracker use decrease sharply over time. Most existing intervention systems use a corrective frame: they are oriented toward <italic>fixing</italic> undesirable behaviors. Emerging theoretical frameworks indicate that this approach is unlikely to produce sustained behavior change. Instead, taking a celebratory approach that facilitates enjoyable and valued aspects of behavior may better promote longer-term adherence to physical activity. Games for health are conducive to this approach to physical activity promotion</td>
              </tr>
              <tr valign="top">
                <td>What (materials)</td>
                <td>Participants are provided a wrist-worn electronic physical activity tracker (Fitbit Inspire 2 [Google LLC]) and various props (eg, scavenger hunt bingo cards and sunglasses or masks to help obscure their identities). If participants do not already have Facebook and Fitbit accounts, study staff help the participants to create them</td>
              </tr>
              <tr valign="top">
                <td>What (procedures)</td>
                <td>Participants meet face-to-face with study staff for orientation procedures (eg, aiding with technology) and data collection. Participants engage in goal setting and action planning with study staff at baseline and are invited to join a private Facebook group. Through this private Facebook group, participants receive weekly challenges that are centered on encouraging walking behaviors and eliciting playful experiences (see examples in Multimedia Appendix 1). Participants are encouraged to directly respond to challenges through Facebook posts and like or comment on others’ posts. Participants also receive weekly messages providing feedback on their physical activity levels and study engagement (ie, number of times participants posted in the Facebook group)</td>
              </tr>
              <tr valign="top">
                <td>Who provided</td>
                <td>Interventionists are trained by the principal investigator (EJL) on basic aspects of the Playful Experiences Framework [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>] and the intended mechanisms of change of the intervention. Moderators are also trained by a key collaborator (MCS) who oversaw formative research for this intervention</td>
              </tr>
              <tr valign="top">
                <td>How</td>
                <td>Goal setting and action planning are conducted face-to-face or through videoconferencing at the start of the study. All other intervention content is delivered on the web. Challenges are posted weekly using social media to a single, private Facebook group. Participants also receive individual weekly emails presenting their device-measured physical activity levels, suggested goals, and engagement level</td>
              </tr>
              <tr valign="top">
                <td>Where</td>
                <td>Face-to-face meetings and data collection sessions are held at a large medical research university in southeast Texas. The intervention content is largely delivered through the internet</td>
              </tr>
              <tr valign="top">
                <td>When and how much</td>
                <td>Intervention content is sent weekly over the course of 1 year for participants, with participants being enrolled on a rolling basis until the target sample size is reached (estimated to be 2-3 years). Recruitment began in June 2021</td>
              </tr>
              <tr valign="top">
                <td>Tailoring</td>
                <td>At the beginning of the intervention, study staff meet with participants to establish physical activity goals (ie, target step count and number of days per week that participants aim to meet that target step count). In this meeting, participants also select their target weekly improvement rate (eg, participants may indicate that if they did not meet their target step count one week, then they would like their goal for the next week to be to increase their daily average step count by 1000). Weekly emails accordingly present feedback on the previous week and provide a suggested step count goal for the upcoming week</td>
              </tr>
              <tr valign="top">
                <td>How well (planned)</td>
                <td>Moderators’ weekly posts are based on a set schedule and accompanying scripts. The only communication with participants that is not heavily based on scripts are responses to direct messages or SMS text messages sent regarding scheduling, reporting unacceptable content, and so on. We will extract information from the Facebook group and Fitbit app regularly to track participant engagement</td>
              </tr>
            </tbody>
          </table>
        </table-wrap>
        <p>Human involvement in the G4H intervention is conducted by moderators, who facilitate all web-based proceedings. They post all weekly challenges with example responses, review the Facebook group for adverse events or inappropriate comments, provide supportive and clarifying comments to study participants as necessary, and publicly recognize consistent participation (eg, badges awarded to <italic>power users</italic>). Moderators also send weekly emails to participants with basic weekly feedback on their device-measured step count data. Trained interventionists perform face-to-face follow-up data collection procedures at 6, 12 (intervention end), and 18 months after baseline. After intervention end, participants can elect to stay in the Facebook group if they wish (to facilitate an active, supportive environment). Participants are compensated for their time with a US $25 gift card at each of the 3 follow-up appointments.</p>
        <p>To evaluate the G4H, we aim to recruit 300 participants reflective of the target population detailed in step 1. We will recruit participants on a rolling basis by using several strategies, including in-person recruitment at gerontology and primary care clinics, web-based recruitment methods, and flyers and brochures placed at locations frequented by members of the target population. Outcome measures for the developed G4H include objectively measured step count and moderate to vigorous physical activity levels [<xref ref-type="bibr" rid="ref64">64</xref>], as well as measures of physical functioning (eg, 6-minute walk test [<xref ref-type="bibr" rid="ref65">65</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]). We will also investigate potentially mediating variables (eg, the psychosocial constructs presented in <xref ref-type="table" rid="table2">Table 2</xref> [<xref ref-type="bibr" rid="ref67">67</xref>-<xref ref-type="bibr" rid="ref69">69</xref>]), the role of process variables such as those reflecting participant engagement (eg, participants’ weekly number of posts, comments, reactions, days engaged, and total number of engagements), and the degree to which the experimental group, compared with the comparison group, experienced the targeted playful experiences over the course of the study period [<xref ref-type="bibr" rid="ref29">29</xref>]. We will investigate predictors of participant engagement (eg, age and fitness level) and how engagement is associated with study outcomes.</p>
      </sec>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <sec>
        <title>Principal Findings</title>
        <p>We extended the BCW to create MECHA, a step-by-step program planning model for designing Gs4H, and applied it to the development of a behavioral intervention centered on increasing physical activity in insufficiently active older women. MECHA may help researchers map specific linkages between distal instrumental and experiential objectives to the more proximal elements of game design. This may facilitate program planning, evaluation, and clearer communication of results to expedite scientific accumulation of knowledge.</p>
      </sec>
      <sec>
        <title>Comparison With Prior Work</title>
        <p>MECHA shares similarities with other models that can help researchers parse G4H game design elements. The Mechanics, Dynamics, and Aesthetics Framework emphasizes the importance of mapping game mechanics to targeted emotional responses in game design [<xref ref-type="bibr" rid="ref31">31</xref>]. This is analogous to the process of mapping game mechanics to targeted player experiences presented in this study. The Mechanics, Dynamics, and Aesthetics Framework can supplement this process for G4H designers. The Learning Mechanics-Game Mechanics Model [<xref ref-type="bibr" rid="ref19">19</xref>] is centered on mapping game mechanics to specific educational objectives when designing games for educational purposes. This is somewhat analogous to the process of mapping game mechanics to BCTs that we encourage in this study. These models and the research derived from them underscore the utility of mapping game mechanics to desired objectives for intervention development and evaluation.</p>
        <p>We used the library of primary game mechanics developed by Järvinen [<xref ref-type="bibr" rid="ref33">33</xref>], but other taxonomies of game mechanics may be useful for different Gs4H [<xref ref-type="bibr" rid="ref32">32</xref>-<xref ref-type="bibr" rid="ref37">37</xref>]. Game mechanics interact with one another and may have different effects at different times and different effects on different users; because of this inherent complexity, it is unlikely that a single, definitive catalog of game mechanics will emerge [<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref70">70</xref>]. The conceptualization of game mechanics described by Järvinen [<xref ref-type="bibr" rid="ref33">33</xref>] comports with the theoretical underpinnings and context of our G4H. Other taxonomies range from the conceptualization of game mechanics described by Schell [<xref ref-type="bibr" rid="ref32">32</xref>] as consisting of the 7 essential elements of space, time, objects, actions, rules, skill, and chance to the extensive list of hundreds of game design patterns compiled by Bjork and Holopainen [<xref ref-type="bibr" rid="ref71">71</xref>]. Designers should select from among existing taxonomies of game mechanics the one that provides the greatest utility for integrating the results of the preceding steps presented in this paper.</p>
        <p>Evoking enjoyable participant experiences is likely critical to sustained adherence to Gs4H and their associated health-related behaviors but designing games that do so reliably is a challenge. Consumption of games, as opposed to consumption of books, movies, and so on, is inherently nonlinear, and this introduces some uncertainty in predicting player experience [<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref32">32</xref>]. A key to honing the desired qualities of emergent gameplay is iterative development with frequent input from the priority population [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref31">31</xref>]. Semistructured qualitative interviews with participants who experience the G4H can be a useful tool for investigating to what degree participants are indeed undergoing the targeted experiences. Quantitative data may further help researchers divine participants’ experiences. The Playful Experiences Questionnaire, for example, measures the categories promulgated in the Playful Experiences Framework [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref29">29</xref>]. Research with mixed methods designs that allow qualitative and quantitative data to build upon one another may lead to a deeper level of understanding.</p>
        <p>We identified areas of needed research while conducting this project. First, more research is needed to elucidate how game experiences may affect SDT constructs. Greater clarity regarding if and how different experiences afforded by Gs4H affect critical psychosocial constructs may help game designers to develop more efficacious Gs4H. Second, more research that explicates how different G4H game mechanics engender specific player experiences is needed. Although this is likely to remain the purview of experts because of its inherent complexity, literature that helps to frame these links may help researchers to systematize iterative game development and communicate research proposals and study findings. Third, engagement is a key issue in securing a person’s participation in, and thereby exposure to, a game. Thus, engagement is critical for G4H effectiveness. Engagement likely hinges on participants’ G4H-related experiences—both experiences stemming from the game and the health-promoting aspects of the G4H. More research is needed to characterize how specific G4H-related experiences correspond to effective engagement with the G4H [<xref ref-type="bibr" rid="ref72">72</xref>,<xref ref-type="bibr" rid="ref73">73</xref>].</p>
      </sec>
      <sec>
        <title>Strengths and Limitations</title>
        <p>The strengths of this study include adherence to recommended procedures for increasing transparency of scientific research (eg, the Template for Intervention Description and Replication Checklist), a systematic approach to game design, and the real-world application of the G4H development process to create a behavioral intervention. The limitations of this study include, first, that we did not conduct a formal systematic review of the literature. As G4H design exists at the confluence of several fields, this was not within the scope of this study. Although our study team has considerable expertise in G4H research, there may be additional relevant studies not covered in this paper. Furthermore, our study team did not include professional game designers or developers. We made extensive use of relevant scientific literature, but future research would benefit from the inclusion of individuals with expertise in these areas. The MECHA model is a useful starting point, but it would likely be improved by incorporating the unique insights that game designers and experts in human-computer interaction may provide. This may be especially useful as MECHA is applied to help design health-promoting video games.</p>
      </sec>
      <sec>
        <title>Conclusions</title>
        <p>G4H design combines the art of game design and the science of behavior change. In this paper, we have presented a process for systematically integrating these perspectives and illustrated its use in the design of a G4H centered on increasing physical activity in insufficiently active older adults. This systematic approach to G4H design may facilitate program planning, evaluation, and clearer communication of G4H interventions.</p>
      </sec>
    </sec>
  </body>
  <back>
    <app-group>
      <supplementary-material id="app1">
        <label>Multimedia Appendix 1</label>
        <p>Mapping self-determination theory constructs, intervention functions, target participant experiences, behavior change techniques, and game mechanics.</p>
        <media xlink:href="games_v9i4e29964_app1.docx" xlink:title="DOCX File , 19 KB"/>
      </supplementary-material>
    </app-group>
    <glossary>
      <title>Abbreviations</title>
      <def-list>
        <def-item>
          <term id="abb1">BCT</term>
          <def>
            <p>behavior change technique</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb2">CHALLENGE</term>
          <def>
            <p>Challenges for Healthy Aging: Leveraging Limits for Engaging Networked</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb4">G4H</term>
          <def>
            <p>game for health</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb5">Gs4H</term>
          <def>
            <p>games for health</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb6">MECHA</term>
          <def>
            <p>Mechanics, Experiences, and Change</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb7">SDT</term>
          <def>
            <p>self-determination theory</p>
          </def>
        </def-item>
      </def-list>
    </glossary>
    <ack>
      <p>This study was supported in part by the Center for Energy Balance in Cancer Prevention and Survivorship, which is supported by the Duncan Family Institute for Cancer Prevention and Risk Assessment. This study was funded by an award from the National Institute on Aging (R01AG064092). This study was also supported by the Claude D Pepper Older Americans Independence Center (P30AG024832), The University of Texas Medical Branch at Galveston Clinical and Translational Science Award (TR001439), and the Sealy Center on Aging. The content is solely the responsibility of the authors and does not necessarily represent the official views of the National Institute on Aging or the National Institutes of Health. Additional salary support for EJL was provided by a Mentored Research Scholar Grant in Applied and Clinical Research (MRSG-14-165-01-CPPB) from the American Cancer Society and by a grant from the National Cancer Institute (R21CA218543).</p>
    </ack>
    <fn-group>
      <fn fn-type="con">
        <p>EJL and MCR conceived the project and developed the behavioral intervention with support from MCS, TB, DT, and KMBE. MCR wrote the manuscript with support from EJL, TB, DT, KMBE, and MCS.</p>
      </fn>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
    </fn-group>
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