How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015)

Olga Anatoliyivna Kulyk, Julia E.W.C. van Gemert-Pijnen, Chantal den Daas, Silke David

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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Abstract

Modern eHealth technologies, such as serious games, social media and mobile applications addressing health behavior support are evolving rapidly. High-risk young adults with low educational background and of foreign origin could especially benefit from personalized health technologies, designed for their special needs. Sexual health is a delicate subject and well-designed and tailored health technologies are needed to meet the needs of the target group and enhance uptake. The aim of this exploratory user study is to identify the persuasive features and design factors that contribute to the use and uptake of existing and new health technologies. Four focus groups were conducted with 37 young adults to gain insights into their needs and attitudes, with sexual health case used in the study. Qualitative data analysis was performed based on Persuasive Design model to identify stimulating, blocking and neutral persuasive features, specific for high-risk young adults, as well as generic design factors. Five generic design factors are formulated based on our findings: (1) anonymity, (2) interactivity, (3) portability (4) source and (5) comprehensibility. These findings aim at informing the design of health technologies for lifestyle and sexual health behavior change support of high-risk young adults, and could be applicable for young adults in general and other health topics.
Original languageEnglish
Title of host publicationProceedings Third International Workshop on Behavior Change Support Systems
EditorsSaskia Kelders, Olga Kulyk, Lisette van Gemert-Pijnen, Harri Oinas-Kukkonen
Place of PublicationAachen, Germany
PublisherCEUR
Pages28-42
Publication statusPublished - 3 Jun 2015
EventThird International Workshop on Behavior Change Support Systems, BCSS 2015 - IIT Institute of Design, Chicago, United States
Duration: 3 Jun 20153 Jun 2015
Conference number: 3
https://bcssworkshop.wordpress.com/3d-bcss-workshop/

Publication series

Name
PublisherCEUR-WS.org
Volume1369
ISSN (Print)1613-0073

Conference

ConferenceThird International Workshop on Behavior Change Support Systems, BCSS 2015
Abbreviated titleBCSS
CountryUnited States
CityChicago
Period3/06/153/06/15
Internet address

Fingerprint

Social Media
Telemedicine
Reproductive Health
Health Behavior
Biomedical Technology
Life Style
Young Adult
Technology
Education
Mobile Applications
Focus Groups
Sexual Behavior
Health

Keywords

  • METIS-315703
  • IR-99356

Cite this

Kulyk, O. A., van Gemert-Pijnen, J. E. W. C., den Daas, C., & David, S. (2015). How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015). In S. Kelders, O. Kulyk, L. van Gemert-Pijnen, & H. Oinas-Kukkonen (Eds.), Proceedings Third International Workshop on Behavior Change Support Systems (pp. 28-42). Aachen, Germany: CEUR.
Kulyk, Olga Anatoliyivna ; van Gemert-Pijnen, Julia E.W.C. ; den Daas, Chantal ; David, Silke. / How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015). Proceedings Third International Workshop on Behavior Change Support Systems. editor / Saskia Kelders ; Olga Kulyk ; Lisette van Gemert-Pijnen ; Harri Oinas-Kukkonen. Aachen, Germany : CEUR, 2015. pp. 28-42
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abstract = "Modern eHealth technologies, such as serious games, social media and mobile applications addressing health behavior support are evolving rapidly. High-risk young adults with low educational background and of foreign origin could especially benefit from personalized health technologies, designed for their special needs. Sexual health is a delicate subject and well-designed and tailored health technologies are needed to meet the needs of the target group and enhance uptake. The aim of this exploratory user study is to identify the persuasive features and design factors that contribute to the use and uptake of existing and new health technologies. Four focus groups were conducted with 37 young adults to gain insights into their needs and attitudes, with sexual health case used in the study. Qualitative data analysis was performed based on Persuasive Design model to identify stimulating, blocking and neutral persuasive features, specific for high-risk young adults, as well as generic design factors. Five generic design factors are formulated based on our findings: (1) anonymity, (2) interactivity, (3) portability (4) source and (5) comprehensibility. These findings aim at informing the design of health technologies for lifestyle and sexual health behavior change support of high-risk young adults, and could be applicable for young adults in general and other health topics.",
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Kulyk, OA, van Gemert-Pijnen, JEWC, den Daas, C & David, S 2015, How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015). in S Kelders, O Kulyk, L van Gemert-Pijnen & H Oinas-Kukkonen (eds), Proceedings Third International Workshop on Behavior Change Support Systems. CEUR, Aachen, Germany, pp. 28-42, Third International Workshop on Behavior Change Support Systems, BCSS 2015, Chicago, United States, 3/06/15.

How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015). / Kulyk, Olga Anatoliyivna; van Gemert-Pijnen, Julia E.W.C.; den Daas, Chantal; David, Silke.

Proceedings Third International Workshop on Behavior Change Support Systems. ed. / Saskia Kelders; Olga Kulyk; Lisette van Gemert-Pijnen; Harri Oinas-Kukkonen. Aachen, Germany : CEUR, 2015. p. 28-42.

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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N2 - Modern eHealth technologies, such as serious games, social media and mobile applications addressing health behavior support are evolving rapidly. High-risk young adults with low educational background and of foreign origin could especially benefit from personalized health technologies, designed for their special needs. Sexual health is a delicate subject and well-designed and tailored health technologies are needed to meet the needs of the target group and enhance uptake. The aim of this exploratory user study is to identify the persuasive features and design factors that contribute to the use and uptake of existing and new health technologies. Four focus groups were conducted with 37 young adults to gain insights into their needs and attitudes, with sexual health case used in the study. Qualitative data analysis was performed based on Persuasive Design model to identify stimulating, blocking and neutral persuasive features, specific for high-risk young adults, as well as generic design factors. Five generic design factors are formulated based on our findings: (1) anonymity, (2) interactivity, (3) portability (4) source and (5) comprehensibility. These findings aim at informing the design of health technologies for lifestyle and sexual health behavior change support of high-risk young adults, and could be applicable for young adults in general and other health topics.

AB - Modern eHealth technologies, such as serious games, social media and mobile applications addressing health behavior support are evolving rapidly. High-risk young adults with low educational background and of foreign origin could especially benefit from personalized health technologies, designed for their special needs. Sexual health is a delicate subject and well-designed and tailored health technologies are needed to meet the needs of the target group and enhance uptake. The aim of this exploratory user study is to identify the persuasive features and design factors that contribute to the use and uptake of existing and new health technologies. Four focus groups were conducted with 37 young adults to gain insights into their needs and attitudes, with sexual health case used in the study. Qualitative data analysis was performed based on Persuasive Design model to identify stimulating, blocking and neutral persuasive features, specific for high-risk young adults, as well as generic design factors. Five generic design factors are formulated based on our findings: (1) anonymity, (2) interactivity, (3) portability (4) source and (5) comprehensibility. These findings aim at informing the design of health technologies for lifestyle and sexual health behavior change support of high-risk young adults, and could be applicable for young adults in general and other health topics.

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Kulyk OA, van Gemert-Pijnen JEWC, den Daas C, David S. How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health Behavior and Lifestyle Change Support: Sexual Health Case. Proceedings Third International Workshop on Behavior Change Support Systems (BCSS 2015). In Kelders S, Kulyk O, van Gemert-Pijnen L, Oinas-Kukkonen H, editors, Proceedings Third International Workshop on Behavior Change Support Systems. Aachen, Germany: CEUR. 2015. p. 28-42