Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program

被引:31
作者
Comello, Maria Leonora G. [1 ]
Qian, Xiaokun [1 ]
Deal, Allison M. [2 ]
Ribisl, Kurt M. [2 ,3 ]
Linnan, Laura A. [2 ,3 ]
Tate, Deborah F. [2 ,3 ]
机构
[1] Univ N Carolina, Sch Media & Journalism, Carroll Hall,CB 3365, Chapel Hill, NC 27599 USA
[2] Univ N Carolina, Lineberger Comprehens Canc Ctr, Chapel Hill, NC USA
[3] Univ N Carolina, Gillings Sch Global Publ Hlth, Chapel Hill, NC USA
关键词
infographics; game design; eHealth; personalized feedback; visuals; RISK COMMUNICATION; VIDEO GAMES; HEALTH; BEHAVIOR; ATTITUDE; DESIGN; ADVERTISEMENTS; COMPREHENSION; MANAGEMENT; MEDIATOR;
D O I
10.2196/jmir.5976
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. Objective: We conducted formative research to test game-inspired infographics against more traditional displays (eg, text-only, column chart) for conveying a behavioral goal and an individual's behavior relative to the goal. We explored the extent to which the display type would influence levels of engagement and information processing. Methods: Between-participants experiments compared game-inspired infographics with traditional formats in terms of outcomes related to information processing (eg, comprehension, cognitive load) and engagement (eg, attitudes toward the information, emotional tone). We randomly assigned participants (N=1162) to an experiment in 1 of 6 modules (tobacco use, alcohol use, vegetable consumption, fruit consumption, physical activity, and weight management). Results: In the tobacco module, a game-inspired format (scorecard) was compared with text-only; there were no differences in attitudes and emotional tone, but the scorecard outperformed text-only on comprehension (P=.004) and decreased cognitive load (P=.006). For the other behaviors, we tested 2 game-inspired formats (scorecard, progress bar) and a traditional column chart; there were no differences in comprehension, but the progress bar outperformed the other formats on attitudes and emotional tone (P<.001 for all contrasts). Conclusions: Across modules, a game-inspired infographic showed potential to outperform a traditional format for some study outcomes while not underperforming on other outcomes. Overall, findings support the use of game-inspired infographics in behavioral assessment feedback to enhance comprehension and engagement, which may lead to greater behavior change.
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页数:13
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