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User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study
Linköping University, Department of Health, Medicine and Caring Sciences, Division of Nursing Sciences and Reproductive Health. Linköping University, Faculty of Medicine and Health Sciences. Post Graduate School for Integrated Care, Örebro University, Örebro, Sweden.ORCID iD: 0009-0005-6304-3942
Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.ORCID iD: 0009-0004-3674-3946
Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0001-7566-2218
Linköping University, Department of Computer and Information Science, Human-Centered Systems. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0001-9703-292X
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2026 (English)In: JMIR Serious Games, E-ISSN 2291-9279, Vol. 14, article id e78776Article in journal (Refereed) Published
Abstract [en]

Background:  Physical activity plays a central role in the course and progression of chronic conditions in older adults. However, individuals within this population tend to have an inactive lifestyle. Exergaming, which is defined as the integration of physical activity with game-based elements, offers a promising approach to promote physical activity in individuals with chronic conditions. Despite its potential, limited evidence exists on how specific game elements influence behavioral and psychological outcomes in this population.

Objective:  The aim of this study is to explore the behavioral and psychological change techniques experienced by individuals with chronic conditions using a walking-based mobile exergame, called Heart Farming.

Methods:  A cross-sectional qualitative design was used based on a gamification framework, using data from semistructured interviews with 14 participants aged 67 to 92 years who used the Heart Farming exergame for 3 months. Participants with chronic conditions, including heart failure, Parkinson disease, type 2 diabetes, stroke, or rheumatic disease, were recruited from 2 ongoing studies. Data were analyzed using deductive content analysis and presented based on the gamification framework.

Results:  The data analysis revealed increased motivation to walk, which was facilitated by game elements such as goals, rewards, feedback, and planning. Participants valued not only the sense of progression and achievement within the game but also the real-world benefits, such as spending time in nature or feeling a sense of community with others. Exergaming was integrated into daily routines by supporting the planning and structuring of daily activities. It was also perceived as enjoyable, especially due to its farming theme and visual design. Behavioral change techniques such as goal setting, feedback, and social support were commonly experienced, whereas focus on past success (as described in the gamification framework) was not used as a technique by the exergame. Psychological techniques, including self-monitoring and stress management, were mentioned. A feeling of discomfort due to playing in public was reported, and participants varied in terms of the levels of digital literacy. Social interaction features were not adequately used, even though some participants created informal support groups to exergame.

Conclusions:  This study contributes to the exergaming literature by examining behavioral and psychological change techniques from the perspective of individuals with chronic conditions. Exergaming incorporates a variety of behavioral and psychological change techniques, which were experienced by the participants in various ways. Individuals' previous knowledge of exergaming, interests, and illness progression were mentioned as factors that can influence their experiences of exergaming. By increasing the understanding of how game elements are experienced and how they influence health-related behavior, the findings of this study may inform the development of exergames that are better tailored to users' needs. Further research is needed to refine behavioral change techniques and assess condition-specific adaptations to maximize engagement and health outcomes.

Place, publisher, year, edition, pages
JMIR Publications, 2026. Vol. 14, article id e78776
Keywords [en]
Behavioral change techniques, Exergames, Physical activity, Psychological change techniques, Qualitative study, Technology
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:liu:diva-222486DOI: 10.2196/78776ISI: 001731606100001PubMedID: 41894590OAI: oai:DiVA.org:liu-222486DiVA, id: diva2:2051102
Note

Funding: Swedish National Science Council [2020-01109]; Swedish Heart and Lung Foundation [20200190, 20240456]; Kamprad Foundation [20210074]; Research Council in Southeast Sweden [FORSS-940933, FORSS-995300]

Available from: 2026-04-07 Created: 2026-04-07 Last updated: 2026-04-13

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Antoniadou, MariannaOrädd, HelenaBerglund, AseelBerglund, ErikStrömberg, AnnaJaarsma, TinyKlompstra, Leonie

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Division of Nursing Sciences and Reproductive HealthFaculty of Medicine and Health SciencesSoftware and SystemsFaculty of Science & EngineeringHuman-Centered SystemsDepartment of Cardiology in LinköpingDivision of Society and Health
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910111213141512 of 75
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