skip to main content
10.1145/3025453.3026052acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Monster Appetite: Effects of Subversive Framing on Nutritional Choices in a Digital Game Environment

Published: 02 May 2017 Publication History

Abstract

Americans' health has reached a dangerous obesity epidemic from overconsumption and unhealthy food choices. In response, persuasive games for health encourage healthier lifestyles typically by providing positive reinforcement for the desired behaviors. However, positive reinforcement is only one of the many possibly effective approaches. We explore two types of message framing in a nutrition game, Monster Appetite (MA). In MA, players' choices of high or low calorie snacks impact visual appearance of their monster avatar. MA utilizes two types of health messages: subversive, which encourages players to make unhealthy choices and focuses on costs, and inoculation, which encourages players to eventually defend healthy choices and focuses on benefits. We test message framing's effect by tracking users' purchasing behavior in our online snack shop, Snackazon. The study showed that when positive messages were embedded in MA mixed with negative visuals through the monster avatars, participants exhibited better snack choices post-gameplay.

Supplementary Material

ZIP File (pn4957-file4.zip)
suppl.mov (pn4957.mp4)
Supplemental video
suppl.mov (pn4957p.mp4)
Supplemental video

References

[1]
Sun Joo Ahn. 2015. Incorporating immersive virtual environments in health promotion campaigns: A construal level theory approach. Health communication 30, 6 (2015), 545--556.
[2]
Dawn K Aldridge. 2006. Message framing effects in nutrition education. Food and Nutrition Service, USDA (2006), 1--15.
[3]
Stephen M Alessi and Stanley R Trollip. 1991. Computer-based instruction: Methods and development.
[4]
Sara M Banks, Peter Salovey, Susan Greener, Alexander J Rothman, Anne Moyer, John Beauvais, and Elissa Epel. 1995. The effects of message framing on mammography utilization. Health psychology 14, 2 (1995), 178.
[5]
Tom Baranowski, Janice Baranowski, Karen W Cullen, Tara Marsh, Noemi Islam, Issa Zakeri, Lauren Honess-Morreale, and others. 2003. Squire's Quest!: Dietary outcome evaluation of a multimedia game. American journal of preventive medicine 24, 1 (2003), 52--61.
[6]
Tom Baranowski, Janice Baranowski, Debbe Thompson, and Richard Buday. 2011a. Behavioral science in video games for children's diet and physical activity change: key research needs. Journal of diabetes science and technology 5, 2 (2011), 229--233.
[7]
Tom Baranowski, Janice Baranowski, Debbe Thompson, Richard Buday, Russ Jago, Melissa Juliano Griffith, Noemi Islam, Nga Nguyen, and Kathleen B Watson. 2011b. Video game play, child diet, and physical activity behavior change: A randomized clinical trial. American journal of preventive medicine 40, 1 (2011), 33--38.
[8]
Tom Baranowski, Richard Buday, Debbe I Thompson, and Janice Baranowski. 2008. Playing for real: video games and stories for health-related behavior change. American journal of preventive medicine 34, 1 (2008), 74--82.
[9]
Eric PS Baumer, Sherri Jean Katz, Jill E Freeman, Phil Adams, Amy L Gonzales, John Pollak, Daniela Retelny, Jeff Niederdeppe, Christine M Olson, and Geri K Gay. 2012. Prescriptive persuasion and open-ended social awareness: expanding the design space of mobile health. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work. ACM, 475--484.
[10]
Gary G Bennett, Sharon J Herring, Elaine Puleo, Evelyn K Stein, Karen M Emmons, and Matthew W Gillman. 2010. Web-based Weight Loss in Primary Care: A Randomized Controlled Trial. Obesity 18, 2 (2010), 308--313.
[11]
Moderators: Fran C Blumberg, Lauren C Burke, Participants: Celia Hodent, Michael A Evans, H Chad Lane, and Jesse Schell. 2014. Serious games for health: Features, challenges, next steps. Games for health: Research, Development, and Clinical Applications 3, 5 (2014), 270--276.
[12]
Ian Bogost. 2007. Persuasive games: The expressive power of videogames. MIT Press.
[13]
Bryan Bollinger, Phillip Leslie, and Alan Sorensen. 2011. Calorie posting in chain restaurants. American Economic Journal: Economic Policy 3, 1 (2011), 91--128.
[14]
Julia Ayumi Bopp, Elisa D Mekler, and Klaus Opwis. 2016. Negative Emotion, Positive Experience?: Emotionally Moving Moments in Digital Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 2996--3006.
[15]
Philip Broemer. 2002. Relative effectiveness of differently framed health messages: The influence of ambivalence. European Journal of Social Psychology 32, 5 (2002), 685--703.
[16]
Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart E Nacke, and Manfred Tscheligi. 2015. Personalization in serious and persuasive games and gamified interactions. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ACM, 811--816.
[17]
Marcus Carter, John Downs, Bjorn Nansen, Mitchell Harrop, and Martin Gibbs. 2014. Paradigms of games research in HCI: a review of 10 years of research at CHI. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play. ACM, 27--36.
[18]
Frank X Chen, Abby C King, and Eric B Hekler. 2014. Healthifying exergames: improving health outcomes through intentional priming. In Proceedings of the 32nd annual ACM CHI Conference on Human factors in computing systems. ACM, 1855--1864.
[19]
Hyunyi Cho and Franklin J Boster. 2008. Effects of gain versus loss frame antidrug ads on adolescents. Journal of Communication 58, 3 (2008), 428--446.
[20]
The Nielsen Company. 2014. Snack Attack: What Consumers are Reaching for around the World. (2014). http://www.nielsen.com/content/dam/nielsenglobal/kr/ docs/global-report/2014/Nielsen%20Global%20Snacking% 20Report%20September%202014.pdf.
[21]
Sunny Consolvo, Predrag Klasnja, David W McDonald, Daniel Avrahami, Jon Froehlich, Louis LeGrand, Ryan Libby, Keith Mosher, and James A Landay. 2008. Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays. In Proceedings of the 10th international conference on Ubiquitous computing. ACM, 54--63.
[22]
Sunny Consolvo, David W McDonald, and James A Landay. 2009. Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 405--414.
[23]
Melissa De Zwart. 2009. Piracy vs. control: models of virtual world governance and their impact on player and user experience. (2009).
[24]
Tamara Denning, Adrienne Andrew, Rohit Chaudhri, Carl Hartung, Jonathan Lester, Gaetano Borriello, and Glen Duncan. 2009. BALANCE: towards a usable pervasive wellness application with accurate activity inference. In Proceedings of the 10th workshop on Mobile Computing Systems and Applications. ACM, 5.
[25]
Jonathan DeShazo, Lynne Harris, Anne Turner, and Wanda Pratt. 2010. Designing and remotely testing mobile diabetes video games. Journal of Telemedicine and Telecare 16, 7 (2010), 378--382.
[26]
Kiyah J Duffey and Barry M Popkin. 2011. Energy density, portion size, and eating occasions: contributions to increased energy intake in the USA, 1977--2006. PLoS Med 8, 6 (2011), e1001050.
[27]
Tamara Dumanovsky, Christina Y Huang, Mary T Bassett, and Lynn D Silver. 2010. Consumer awareness of fast-food calorie information in NY City after implementation of a menu labeling regulation. American Journal of Public Health 100, 12 (2010), 2520--2525.
[28]
Brian Elbel, Rogan Kersh, Victoria L Brescoll, and L Beth Dixon. 2009. Calorie labeling and food choices: a first look at the effects on low-income people in NY City. Health affairs 28, 6 (2009), w1110--w1121.
[29]
Michael Etgar and Stephen A Goodwin. 1982. One-sided versus two-sided comparative message appeals for new brand introductions. Journal of Consumer Research 8, 4 (1982), 460--465.
[30]
Brian J Fogg. 2002. Persuasive technology: using computers to change what we think and do. Ubiquity 2002, December (2002), 5.
[31]
Trust for America's Health. 2016. Obesity Rates & Trends Overview. (09 2016). http: //stateofobesity.org/obesity-rates-trends-overview/.
[32]
The International Food Information Council Foundation. 2012. 2012 Food & Health Survey. (5 2012). http://www. foodinsight.org/2012_Food_Health_Survey_Consumer_ Attitudes_toward_Food_Safety_Nutrition_and_Health.
[33]
Russell Glasgow, Steven M Christiansen, Deanna Kurz, Diane K King, Tim Woolley, Andrew J Faber, Paul A Estabrooks, Lisa Strycker, Deborah Toobert, and Jennifer Dickman. 2011. Engagement in a diabetes self-management website: usage patterns and generalizability of program use. Journal of medical Internet research 13, 1 (2011), e9.
[34]
Alan S Go, Dariush Mozaffarian, Véronique L Roger, Emelia J Benjamin, Jarett D Berry, Michael J Blaha, Shifan Dai, Earl S Ford, Caroline S Fox, Sheila Franco, and others. 2013. AHA statistical update. Circulation 127 (2013), e62--e245.
[35]
Linda L Golden and Mark I Alpert. 1987. Comparative analysis of the relative effectiveness of one-and two-sided communication for contrasting products. Journal of Advertising 16, 1 (1987), 18--68.
[36]
Isabela Granic, Adam Lobel, and Rutger CME Engels. 2014. The benefits of playing video games. American Psychologist 69, 1 (2014), 66.
[37]
Andrea Grimes and Rebecca E Grinter. 2007. Designing persuasion: Health technology for low-income African American communities. In International Conference on Persuasive Technology. Springer, 24--35.
[38]
Andrea Grimes, Vasudhara Kantroo, and Rebecca E Grinter. 2010. Let's play!: mobile health games for adults. In Proceedings of the 12th ACM international conference on Ubiquitous computing. ACM, 241--250.
[39]
Jan Hartmann, Antonella De Angeli, and Alistair Sutcliffe. 2008. Framing the user experience: information biases on website quality judgement. In Proceedings of the SIGCHI conference on human factors in computing systems. ACM, 855--864.
[40]
Eric B Hekler, Predrag Klasnja, Jon E Froehlich, and Matthew P Buman. 2013. Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 3307--3316.
[41]
Catherine M Hicks, Vineet Pandey, C Ailie Fraser, and Scott Klemmer. 2016. Framing Feedback: Choosing Review Environment Features that Support High Quality Peer Assessment. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 458--469.
[42]
Leslie J Hinyard and Matthew W Kreuter. 2006. Using narrative communication as a tool for health behavior change: a conceptual, theoretical, and empirical overview. Health Education & Behavior (2006).
[43]
Bruce Horovitz. 2014. Americans snack differently than other nations: Which snack did you consume in the past 30 days? (2014). http://www.usatoday.com/story/money/business/2014/09/ 29/snacking-consumer-eating-habits-nielsen/16263375/.
[44]
Jantina Huizenga, Wilfried Admiraal, Sanne Akkerman, and G ten Dam. 2009. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning 25, 4 (2009), 332--344.
[45]
Maria Hwang. 2016a. Monster Appetite. https://github.com/gyoshil/monsterappetite. (2016).
[46]
Maria L. Hwang. 2016b. Game Based Teaching for Your Health: Testing a Board Game, Monster Appetite, for Classroom Implementation. In Annual Meeting of the American Educational Research Association.
[47]
Yien Jui-Mei, Hung Chun-Ming, Gwo-Jen Hwang, and Lin Yueh-Chiao. 2011. A game-based learning approach to improving students' learning achievements in a nutrition course. TOJET: The Turkish Online Journal of Educational Technology 10, 2 (2011).
[48]
Pamela M Kato, Steve W Cole, Andrew S Bradlyn, and Brad H Pollock. 2008. A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 122, 2 (2008), e305--e317.
[49]
Saskia M Kelders, Robin N Kok, Hans C Ossebaard, and Julia EWC Van Gemert-Pijnen. 2012. Persuasive system design does matter: a systematic review of adherence to web-based interventions. Journal of medical Internet research 14, 6 (2012), e152.
[50]
Rilla Khaled, Pippin Barr, James Noble, Ronald Fischer, and Robert Biddle. 2007. Fine tuning the persuasion in persuasive games. In International Conference on Persuasive Technology. Springer, 36--47.
[51]
Tanyoung Kim, Hwajung Hong, and Brian Magerko. 2010. Designing for persuasion: toward ambient eco-visualization for awareness. In International Conference on Persuasive Technology. Springer, 106--116.
[52]
Young-Ho Kim, Jae Ho Jeon, Eun Kyoung Choe, Bongshin Lee, K Kim, and Jinwook Seo. 2016. TimeAware: Leveraging framing effects to enhance personal productivity. In Proceedings of the SIGCHI conference on human factors in computing systems. 272--283.
[53]
Predrag Klasnja and Wanda Pratt. 2012. Healthcare in the pocket: mapping the space of mobile-phone health interventions. Journal of biomedical informatics 45, 1 (2012), 184--198.
[54]
David J Kolko and Jorge L Rickard-Figueroa. 1985. Effects of video games on the adverse corollaries of chemotherapy in pediatric oncology patients: a single-case analysis. Journal of consulting and clinical psychology 53, 2 (1985), 223.
[55]
John C Kozup, Elizabeth H Creyer, and Scot Burton. 2003. Making healthful food choices: the influence of health claims and nutrition information on consumers evaluations of packaged food products and restaurant menu items. Journal of Marketing 67, 2 (2003), 19--34.
[56]
Paul Krebs and Dustin T Duncan. 2015. Health app use among US mobile phone owners: a national survey. JMIR mHealth and uHealth 3, 4 (2015).
[57]
Min Kyung Lee, Sara Kiesler, and Jodi Forlizzi. 2011. Mining behavioral economics to design persuasive technology for healthy choices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 325--334.
[58]
James J Lin, Lena Mamykina, Silvia Lindtner, Gregory Delajoux, and Henry B Strub. 2006. Fish-n-Steps: Encouraging physical activity with an interactive computer game. In International Conference on Ubiquitous Computing. Springer, 261--278.
[59]
Patricia W Linville, Gregory W Fischer, and Baruch Fischhoff. 1993. AIDS risk perceptions and decision biases. (1993).
[60]
Thomas W Malone. 1981. Toward a theory of intrinsically motivating instruction. Cognitive science 5, 4 (1981), 333--369.
[61]
Lena Mamykina, Elizabeth Mynatt, Patricia Davidson, and Daniel Greenblatt. 2008. MAHI: investigation of social scaffolding for reflective thinking in diabetes management. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 477--486.
[62]
Lena Mamykina, Arlene M Smaldone, and Suzanne R Bakken. 2015. Adopting the sensemaking perspective for chronic disease self-management. Journal of biomedical informatics 56 (2015), 406--417.
[63]
William J McGuire. 1961. The effectiveness of supportive and refutational defenses in immunizing and restoring beliefs against persuasion. Sociometry 24, 2 (1961), 184--197.
[64]
Elisa D Mekler, Julia Ayumi Bopp, Alexandre N Tuch, and Klaus Opwis. 2014. A systematic review of quantitative studies on the enjoyment of digital entertainment games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 927--936.
[65]
Florian 'Floyd' Mueller, Darren Edge, Frank Vetere, Martin R Gibbs, Stefan Agamanolis, Bert Bongers, and Jennifer G Sheridan. 2011. Designing sports: a framework for exertion games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2651--2660.
[66]
Francisco Nunes, Nervo Verdezoto, Geraldine Fitzpatrick, Morten Kyng, Erik Grönvall, and Cristiano Storni. 2015. Self-care technologies in HCI: Trends, tensions, and opportunities. ACM Transactions on Computer-Human Interaction (TOCHI) 22, 6 (2015), 33.
[67]
Thomas J O'Connor, Rory A Cooper, Shirley G Fitzgerald, Michael J Dvorznak, Michael L Boninger, David P VanSickle, and Lisa Glass. 2000. Evaluation of a manual wheelchair interface to computer games. Neurorehabilitation and Neural Repair 14, 1 (2000), 21--31.
[68]
DJ O'Keefe, JP Dillard, and L Shen. 2013. The Sage handbook of persuasion: Developments in theory and practice (2nd ed.). Sage, USA, Chapter The elaboration likelihood model, 137--149.
[69]
Office on Smoking, National Center for Chronic Disease Prevention Health, Centers for Disease Control Health Promotion, and Prevention. 2016. Campaign Overview. (23 3 2016). Retrieved November 6, 2016 from http://www.cdc.gov/tobacco/campaign/tips/about/ campaign-overview.html.
[70]
Rita Orji, Regan L Mandryk, Julita Vassileva, and Kathrin M Gerling. 2013a. Tailoring persuasive health games to gamer type. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2467--2476.
[71]
Rita Orji, Julita Vassileva, and Regan L Mandryk. 2013b. LunchTime: a slow-casual game for long-term dietary behavior change. Personal and Ubiquitous Computing 17, 6 (2013), 1211--1221.
[72]
S.G. Parker. 2015. Health Games Research: Advancing Effectiveness of Interactive Games for Health: An RWJF National Program. (18 9 2015). http://www.rwjf.org/en/library/research/2011/03/ advancing-the-field-of-health-games.html.
[73]
Louisa Pavey and Sue Churchill. 2014. Promoting the avoidance of high-calorie snacks: priming autonomy moderates message framing effects. PloS one 9, 7 (2014), e103892.
[74]
PBS the Corporation for Public Broadcasting Persuasive Games, Independent Television Service. 2007. FatWorld. Game. (2007). Retrieved September 18, 2016 from http://persuasivegames.com/game/fatworld.
[75]
Michael Pfau. 1995. Designing messages for behavioral inoculation. Communication Research 22, 4 (1995), 485--505.
[76]
LLC Playnormous and Health Games Research of Robert Wood Johnson Foundation. 2010. Lunch Crunch. (2010). http://www.healthgamesresearch.org/games/lunch-crunch.
[77]
John Pollak, Geri Gay, Sahara Byrne, Emily Wagner, Daniela Retelny, and Lee Humphreys. 2010. It's time to eat! Using mobile games to promote healthy eating. IEEE Pervasive Computing 9, 3 (2010), 21--27.
[78]
Erika Shehan Poole, Andrew D Miller, Yan Xu, Elsa Eiriksdottir, Richard Catrambone, and Elizabeth D Mynatt. 2011. The place for ubiquitous computing in schools: lessons learned from a school-based intervention for youth physical activity. In Proceedings of the 13th international conference on Ubiquitous computing. ACM, 395--404.
[79]
Stephen Purpura, Victoria Schwanda, Kaiton Williams, William Stubler, and Phoebe Sengers. 2011. Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 423--432.
[80]
William H Redd, Paul B Jacobsen, Maria Die-Trill, Helen Dermatis, Maureen McEvoy, and Jimmie C Holland. 1987. Cognitive/attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. Journal of consulting and clinical psychology 55, 3 (1987), 391.
[81]
Wolfgang H Reitberger, Wolfgang Spreicer, and Geraldine Fitzpatrick. 2014. Nutriflect: reflecting collective shopping behavior and nutrition. In Proceedings of the 32nd annual ACM CHI Conference on Human factors in computing systems. ACM, 3309--3318.
[82]
Barbara K Rimer and Matthew W Kreuter. 2006. Advancing tailored health communication: A persuasion and message effects perspective. Journal of Communication 56, s1 (2006), S184--S201.
[83]
Ute Ritterfeld, Michael Cody, and Peter Vorderer. 2009. Serious games: Mechanisms and effects. Routledge.
[84]
Alexander J Rothman, Steven C Martino, Brian T Bedell, Jerusha B Detweiler, and Peter Salovey. 1999. The systematic influence of gain-and loss-framed messages on interest in and use of different types of health behavior. Personality and Social Psychology Bulletin 25, 11 (1999), 1355--1369.
[85]
Paul Rozin and Edward B Royzman. 2001. Negativity bias, negativity dominance, and contagion. Personality and social psychology review 5, 4 (2001), 296--320.
[86]
Peter Salovey, Tamara R Schneider, and Anne Marie Apanovitch. 2002. Message framing in the prevention and early detection of illness. The persuasion handbook: Developments in theory and practice (2002), 391--406.
[87]
Margot Sanger-Katz. 2015. The Decline of "Big Soda": The drop in soda consumption represents the single largest change in the American diet in the last decade. (2 10 2015). http://www.nytimes.com/2015/10/04/upshot/ soda-industry-struggles-as-consumer-tastes-change. html?_r=0.
[88]
Hanna Schneider, Kilian Moser, Andreas Butz, and Florian Alt. 2016. Understanding the Mechanics of Persuasive System Design: A Mixed-Method Theory-driven Analysis of Freeletics. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 309--320.
[89]
Dale A Schoeller, Linda G Bandini, and William H Dietz. 1990. Inaccuracies in self-reported intake identified by comparison with the doubly labelled water method. Canadian journal of physiology and pharmacology 68, 7 (1990), 941--949.
[90]
Victor J Strecher, Saul Shiffman, and Robert West. 2005. Randomized controlled trial of a web-based computer-tailored smoking cessation program as a supplement to nicotine patch therapy. Addiction 100, 5 (2005), 682--688.
[91]
J Szer. 1983. Video games as physiotherapy. The Medical journal of Australia 1, 9 (1983), 401--402.
[92]
Nina Teicholz. 2014. The Questionable Link Between Saturated Fat and Heart Disease: Are butter, cheese and steak really bad for you? The dubious science behind the anti-fat crusade. (6 5 2014). http://www.wsj.com/ articles/SB10001424052702303678404579533760760481486.
[93]
Debbe Thompson, Tom Baranowski, Richard Buday, Janice Baranowski, Victoria Thompson, Russell Jago, and Melissa Juliano Griffith. 2008. Serious video games for health: how behavioral science guided the design of a game on diabetes and obesity. Simulation & gaming (2008).
[94]
Tammy Toscos, Anne Faber, Shunying An, and Mona Praful Gandhi. 2006. Chick clique: persuasive technology to motivate teenage girls to exercise. In CHI'06 extended abstracts on Human factors in computing systems. ACM, 1873--1878.
[95]
Melanie A Wakefield, Barbara Loken, and Robert C Hornik. 2010. Use of mass media campaigns to change health behaviour. The Lancet 376, 9748 (2010), 1261--1271.
[96]
Thomas Webb, Judith Joseph, Lucy Yardley, and Susan Michie. 2010. Using the internet to promote health behavior change: a systematic review and meta-analysis of the impact of theoretical basis, use of behavior change techniques, and mode of delivery on efficacy. Journal of medical Internet research 12, 1 (2010), e4.
[97]
Thomas L Webb and Paschal Sheeran. 2006. Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. Psychological bulletin 132, 2 (2006), 249.
[98]
Dawn K Wilson, Scot E Purdon, and Kenneth A Wallston. 1988. Compliance to health recommendations: A theoretical overview of message framing. Health Education Research 3, 2 (1988), 161--171.
[99]
David Zinczenko and Matt Goulding. 2008. Eat this, not that. Thousands of simple swaps that can save you 10 (2008), 20--30.

Cited By

View all
  • (2024)Developing cue-behavior association for habit formation: A qualitative study to explore the role of avatar in hypertensionDIGITAL HEALTH10.1177/2055207624126521710Online publication date: 2-Aug-2024
  • (2024)Hicclip: Sonification of Augmented Eating Sounds to Intervene Snacking BehaviorsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661532(1372-1384)Online publication date: 1-Jul-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • Show More Cited By

Index Terms

  1. Monster Appetite: Effects of Subversive Framing on Nutritional Choices in a Digital Game Environment

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems
    May 2017
    7138 pages
    ISBN:9781450346559
    DOI:10.1145/3025453
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2017

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. behavior modification
    2. framing
    3. nutritional choices.
    4. persuasive games
    5. subversive approach
    6. two-sided inoculation

    Qualifiers

    • Research-article

    Funding Sources

    • NSF Smart and Connected Health

    Conference

    CHI '17
    Sponsor:

    Acceptance Rates

    CHI '17 Paper Acceptance Rate 600 of 2,400 submissions, 25%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)58
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 13 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Developing cue-behavior association for habit formation: A qualitative study to explore the role of avatar in hypertensionDIGITAL HEALTH10.1177/2055207624126521710Online publication date: 2-Aug-2024
    • (2024)Hicclip: Sonification of Augmented Eating Sounds to Intervene Snacking BehaviorsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661532(1372-1384)Online publication date: 1-Jul-2024
    • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
    • (2024)Picky Monster: Examining the Effects of Visual Reinforcements Through Gamified Avatars and Personalized Goal Setting on Reducing Sugar ConsumptionHCI International 2024 Posters10.1007/978-3-031-61953-3_31(279-289)Online publication date: 1-Jun-2024
    • (2023)Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior ChangeIEEE Transactions on Games10.1109/TG.2022.315909015:2(121-133)Online publication date: Jun-2023
    • (2022)Are We Healthier Together? Two Strategies for Supporting Macronutrient Assessment Skills and How the Crowd Can Help (or Not)Proceedings of the ACM on Human-Computer Interaction10.1145/35555936:CSCW2(1-25)Online publication date: 11-Nov-2022
    • (2022)Self-transformation online through alternative presentations of self: a review, critique, and call for researchAnnals of the International Communication Association10.1080/23808985.2022.209666246:3(135-158)Online publication date: 8-Jul-2022
    • (2021)MyDiabetes—The Gamified Application for Diabetes Self-Management and CareComputers10.3390/computers1004005010:4(50)Online publication date: 13-Apr-2021
    • (2021)Understanding User Requirements for Self-Created IoT Health Assistant SystemsProceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia10.1145/3490632.3490645(43-55)Online publication date: 5-Dec-2021
    • (2021)Meals for Monsters: a Mobile Application for the Feasibility of Gaming and Social MechanismsExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451789(1-9)Online publication date: 8-May-2021
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media