User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study

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.

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Publication Details

Journal
JMIR Serious Games
Published
2026-03-27
DOI
https://doi.org/10.2196/78776
Primary Topic
Physical Activity and Health
Type
article
Field-Weighted Citation Impact
0.00
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article

User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study

Aseel Berglund, Erik Berglund, Anna Strömberg, Leonie Klompstra et al.
JMIR Serious Games
Physical Activity and Health
article

User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study

Aseel Berglund, Erik Berglund, Anna Strömberg, Leonie Klompstra, Helena Orädd, Marianna Antoniadou, Tiny Jaarsma
article en

Abstract

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.

JMIR Serious GamesVol. 14
Linköping University (SE), Örebro University (SE)
Sustainable cities and communities
Openalex Percentile: Top 4%
Physical Activity and Health
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