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Behavioral change support system

A Behavioral Change Support System (BCSS) is any information and communications technology (ICT) tool, web platform, or gamified environment which targets behavioral changes in its end-users. BCSS are built upon persuasive systems design techniques.[1][2]

Underlying theories and models edit

The design of these systems and their contents are based on behavioral change theories and models for behavioral change over time.[3] The theory of planned behavior describes the relationship between attitudes, intentions, and the desired behavior. It is considered to be one of the most influential determinant models.

A supporting model is the Fogg Behaviour Model (FBM),[4] which states that a user must be motivated first before having the ability to perform the change in their behavior, which is triggered by either intrinsic or extrinsic factors (The term "trigger" was changed by the author in late 2017 and the term "prompt" is now being used).[5] BCSS makes use of extrinsic (perceptual) prompts like alarms, messages with offers or calls to action, ads, requests, and more.

Other theories that aid in the design and mechanisms behind a BCSS include the social learning theory (SLT), which studies the interactions between a user and the environment,[6] and the theory of planned behavior[7] (initiated as the theory of reasoned action).

Techniques and elements edit

Applications of BCSS may include game and training elements in several market domains which can range from Health and Education and Quality of Life (QoL), to professional development and workability. Virtually any concept designed to cause a shift in a person's behavior can be considered a BCSS, even if this change is not directly observed by the users. When users are aware of this intention and choose to work within the system, the chances of favorable results from this system increase. This effect is attributed to metacognition, as most BCSS systems implement metacognitive strategies for goal attainment.[8][9] These strategies help users understand the cause of their resistance to adopting the desired behavior. It requires that they monitor themselves whenever the targeted behavior can be observed to understand their progress towards the desired behavior, and record evidence (usually objective but also subjective measurements) of their behavioral changes.

There can be a positive impact on people who have difficulties in changing their behavior by considering behaviors and the distance to the desired behavior. This can be achieved by helping them develop a personalized plan for reaching the targeted behavior and learning the ways to achieve their personal goals. In most cases, the general objective can be split into more than one objective or step, before the desired behavior is adopted by the users and becomes a routine. The positive feedback introduces self-management in BCSS applications since it is particularly helpful for people to take responsibility for their own actions and do things to the best of their ability. BCSS is very often equipped with additional features like game elements to foster user engagement leading to serious game applications. Moreover, they implement machine learning techniques to predict the future behavior of users based on their past performance. The evidence of the achieved change in behavior, as well as important notifications during self-evaluation, are communicated with visual analytics tools such as performance graphs. Additional tools frequently found in BCSS include checklists and questionnaires to collect users' feedback, hardware sensing components like the Internet of things (IoT) devices (e.g., cameras), and social collaboration to help the members of a user community to support each other. Occasionally, some BCSS allow professionals (trainers, educators, medical personnel and social professionals) to participate in the BCSS activities. This can be done by giving advice and support and also by making decisions and alterations to the treatment plan according to the observed performance and the personal needs of the targeted users.

Taxonomies edit

Most BCSSes work on a single profile (targeted user), while some can monitor and report progress made by a group of people. There are BCSS applications purely made using software, while others include hardware components like sensors and IoT devices to introduce physical computing in a hybrid physical-digital approach.[10] The devices used to access a BCSS are usually internet-connected mobile devices like smartphones, tablets, or smartwatches. The success in this category of BCSS applications lies in monitoring and notifying the users constantly in regards to daily activities. On the other hand, there are BCSSes which are less intrusive and rely on less frequent access to the system. Another way to distinguish BCSSes is by the knowledge domain they refer to. Theoretically, a BCSS can be built in any knowledge domain.

Knowledge domains edit

eHealth/mHealth edit

Examples of BCSS applied in eHealth domains include CAREGIVERSPRO-MMD,[11] which is a community-based intervention to support people living with dementia and their caregivers using game elements to engage users in non-pharmacological interventions; iLift,[12] which trains nurses in lifting and transfer techniques to prevent lower-back injuries, and We4Fit[13] which is more like a game environment. A more extensive review of health BCSS can be found on the work of Alahäivälä & Oinas-Kukkonen (2016)[14] and Bridle et al. (2005).[15]

Education edit

As Arlinghaus and Johnston implied, “Although not sufficient, education is a necessary component for behaviour change” (2018).[16] BCSSes are used in education less for imparting knowledge and testing knowledge gained, and more for teaching a difficult subject like "responsible sexual behaviour" in middle-school students,[17] or for changing attitudes and beliefs about a topic of interest.

Adopting new behavioral patterns is difficult and people are not motivated to change their behavior if they do not recognize the blocking issue. Gamification is used to help recognition by providing rewards, competition, and motivational cues of a BCSS. Prochaska et al. (2007)[18] proposed a six-stage behavioral change model (pre-contemplation, contemplation, preparation, action, maintenance, and termination) which can be applied in educational uses of a BCSS, as it appears in an ideal environment for making the first step (contemplation) after a long period of resistance (pre-contemplation). BCSSes affect the physical world and help people experiment with an alternative behavioral pattern without thinking of possible coincidences (such as social exposure). The virtual activities performed in a BCSS help in the next step (preparation) where the user makes a transition from a passive to an active state in a safe environment. The user-monitoring and reward system of a BCSS helps users complete the rest of the stages of the behavior change (action, maintenance, and termination) and avoid regression to the previous unwanted behavior. Schmied (2017) proposes a similar seven-step process: the Designing for Behaviour Change (DBC) framework.[19] Overall, a positive behavioral change in education settings is facilitated by technology through digital intervention strategies, where a teacher or educator makes adjustments to personalize the interventions to the student's profiles and performance.[20] Although ICT tools may not be necessary to change behavior in schools,[21] when used in the form of serious game-assisted learning, they can provide a more in-depth perception of important concepts in a field of study despite some disadvantages.[22]

Other Domains edit

BCSS has been applied in other knowledge and study areas, including workers' behaviour, consumers' brand-loyalty, and CO2 footprints and energy consumption. Examples include applications designed to raise water-saving awareness,[23][24] apps used by drivers to reduce fuel consumption by adopting an eco-friendly driving style,[25] and educational games for simulating energy consumption in domestic environments like in Casals et al. (2017).[26] A systematic review of the application of game elements to behavioural change in domestic energy consumption can be found in Johnson et al. (2017)[27] An example from the Industry 4.0 domain is SATISFACTORY,[28] which proposes a gamified social collaboration platform that is integrated into the shop-floor of industries to improve productivity, safety and workers' engagement. In the marketing context, behavioural change techniques do not aim to change the way people think, but how they consume products and services.[29] In politics, behavioural change interventions are delivered in the form of mass-media campaigns on existing social media platforms rather than standalone applications.[30]

Overall, there is a continually growing number of domains in which ICT tools are introduced as tools to implement and deliver behavioral change campaigns in a systematic way. Some researchers refer to persuasive technology to identify the computer-mediated communication between humans or human-computer interaction technologies used to deliver persuasive evidence. A BCSS should be treated as a more complex ICT-based construct which may use persuasive technologies, but also supports the full life-cycle of behavioral change interventions (from authoring to publishing), implements various campaigns to achieve its goals, and is adaptive to specific user profiles.

Criticism edit

Behavior Change Support Systems have been criticized for a lack of grounding in independent behavioral theory, as well as the lack of industry standards to measure performance or effect.[31] Another source of criticism refers to the dominant behavioral change models as products of the theory of planned behavior.[32] According to some researchers (Kollmus & Agyeman, 2002),[33] there is a gap between attitude and intention, and target behavior. Thus, it is difficult to find a widely accepted model that can take all relevant behavioral parameters into account. Additionally, even if BCSSes help to effect a change in a targeted user's behavior, the user usually fails to maintain the target behavior. This could be the result of underestimating the long-term influence that environmental factors have on behavior.

There is currently an open discussion on how intrusive a BCSS should be, but this appears to be dependent upon the physical and social context of the environment in which the BCSS is being used. As BCSS makes use of personal data coming from users' profiles and the user-monitoring system, the use of BCSSes in everyday life may be legally restricted.[improper synthesis?]

References edit

  1. ^ Oinas-Kukkonen, Harri (2010). "Behavior Change Support Systems: A Research Model and Agenda". Persuasive Technology. Lecture Notes in Computer Science. Vol. 6137. Springer Berlin Heidelberg. pp. 4–14. Bibcode:2010LNCS.6137....4O. doi:10.1007/978-3-642-13226-1_3. ISBN 978-3-642-13225-4. S2CID 12161063.
  2. ^ Fogg, B. J. (1 December 2002). "Persuasive technology". Ubiquity. 2002 (December): 2. doi:10.1145/764008.763957. S2CID 20345615.
  3. ^ Ajzen, Icek (December 1991). "The theory of planned behavior". Organizational Behavior and Human Decision Processes. 50 (2): 179–211. doi:10.1016/0749-5978(91)90020-T. S2CID 260959149.
  4. ^ Fogg, B.J. (2009). "A behavior model for persuasive design". Proceedings of the 4th International Conference on Persuasive Technology. p. 1. doi:10.1145/1541948.1541999. ISBN 9781605583761. S2CID 1659386.
  5. ^ Fogg, B.J. (2003). Persuasive technology: using computers to change what we think and do. Morgan Kaufmann Publishers. ISBN 9780080479941.
  6. ^ Bandura, Albert (1971). Social Learning Theory. New York: General Learning Press.
  7. ^ Ajzen, Icek (December 1991). "The theory of planned behavior". Organizational Behavior and Human Decision Processes. 50 (2): 179–211. doi:10.1016/0749-5978(91)90020-T. S2CID 260959149.
  8. ^ Grant, Anthony M. (1 January 2003). "The Impact of Life Coaching on Goal Attainment, Metacognition and Mental Health". Social Behavior and Personality. 31 (3): 253–263. doi:10.2224/sbp.2003.31.3.253.
  9. ^ Halttu, Kirsi; Oinas-Kukkonen, Harri (27 January 2017). "Persuading to Reflect: Role of Reflection and Insight in Persuasive Systems Design for Physical Health". Human–Computer Interaction. 32 (5–6): 381–412. doi:10.1080/07370024.2017.1283227. S2CID 34377006.
  10. ^ Fraternali, P.; Baroffio, G.; Pasini, C.; Galli, L.; Micheel, I.; Novak, J.; Rizzoli, A. (December 2015). "Integrating Real and Digital Games with Data Analytics for Water Consumption Behavioral Change: A Demo". 2015 IEEE/ACM 8th International Conference on Utility and Cloud Computing (UCC). pp. 408–409. doi:10.1109/UCC.2015.68. ISBN 978-0-7695-5697-0. S2CID 2314445.
  11. ^ Paliokas, I.; Tzallas, A.; Katertsidis, N.; Votis, K.; Tzovaras, D. (October 2017). "Gamification in Social Networking: A Platform for People Living with Dementia and their Caregivers". 2017 IEEE 17th International Conference on Bioinformatics and Bioengineering (BIBE). pp. 574–579. doi:10.1109/BIBE.2017.00015. ISBN 978-1-5386-1324-5. S2CID 23904549.
  12. ^ Kuipers, Derek A.; Wartena, Bard O.; Dijkstra, Boudewijn H.; Terlouw, Gijs; van t Veer, Job T.B.; van Dijk, Hylke W.; Prins, Jelle T.; Pierie, Jean Pierre E.N. (December 2016). "iLift: A health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare". International Journal of Medical Informatics. 96: 11–23. doi:10.1016/j.ijmedinf.2015.12.006. PMID 26797571.
  13. ^ Pereira, C. V.; Figueiredo, G.; Esteves, M. G. P.; Souza, J. M. de (2014). "We4Fit: A game with a purpose for behavior change". Proceedings of the 2014 IEEE 18th International Conference on Computer Supported Cooperative Work in Design (CSCWD). pp. 83–88. doi:10.1109/CSCWD.2014.6846821. ISBN 978-1-4799-3776-9. S2CID 18266780.
  14. ^ Alahäivälä, Tuomas; Oinas-Kukkonen, Harri (December 2016). "Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature". International Journal of Medical Informatics. 96: 62–70. doi:10.1016/j.ijmedinf.2016.02.006. PMID 26944611.
  15. ^ Bridle, C.; Riemsma, R. P.; Pattenden, J.; Sowden, A. J.; Mather, L.; Watt, I. S.; Walker, A. (1 June 2005). "Systematic review of the effectiveness of health behavior interventions based on the transtheoretical model". Psychology & Health. 20 (3): 283–301. doi:10.1080/08870440512331333997. ISSN 0887-0446. S2CID 42170484.
  16. ^ Arlinghaus, Katherine R.; Johnston, Craig A. (9 December 2017). "Advocating for Behavior Change With Education". American Journal of Lifestyle Medicine. 12 (2): 113–116. doi:10.1177/1559827617745479. PMC 6124997. PMID 30283247.
  17. ^ Emery, M. (1980). "The theory and practice of behaviour change in the school context". International Journal of Health Education. 23 (2): 116–125. ISSN 0020-7306. PMID 7456673.
  18. ^ Changing for good: the revolutionary program that explains the six stages of change and teaches you how to free yourself from bad habits (1st ed.). W. Morrow. ISBN 978-0380725724.
  19. ^ Schmied, Petr (2017). Behaviour change toolkit : for international development practitioners : enabling people to practice positive behaviours (PDF). People in Need. p. 60. ISBN 978-80-87456-83-5.
  20. ^ Emery, M. (1980). "The theory and practice of behaviour change in the school context". International Journal of Health Education. 23 (2): 116–125. ISSN 0020-7306. PMID 7456673.
  21. ^ Roffey, Sue (8 December 2010). Changing behavior in schools: promoting positive relationships and wellbeing. SAGE. ISBN 978-1849200783.
  22. ^ Zhonggen, Yu (3 February 2019). "A Meta-Analysis of Use of Serious Games in Education over a Decade". International Journal of Computer Games Technology. 2019: 1–8. doi:10.1155/2019/4797032.
  23. ^ Novak, J.; Melenhorst, M.; Micheel, I.; Pasini, C.; Fraternali, P.; Rizzoli, A.E. (April 2018). "Integrating behavioural change and gamified incentive modelling for stimulating water saving". Environmental Modelling & Software. 102: 120–137. doi:10.1016/j.envsoft.2017.11.038. hdl:11311/1121534.
  24. ^ Fraternali, P.; Baroffio, G.; Pasini, C.; Galli, L.; Micheel, I.; Novak, J.; Rizzoli, A. (2015). "Integrating Real and Digital Games with Data Analytics for Water Consumption Behavioral Change: A Demo". Proceedings of the 8th International Conference on Utility and Cloud Computing. Ucc '15. IEEE Press: 408–409. ISBN 9780769556970.
  25. ^ Lalos, A.; Gardelis, K.; Spathis-Papadiotis, A.; Moustakas, K. "Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information". Smart Cities and Mobility as a Service: 104–115.
  26. ^ Casals, M.; Gangolells, M.; Macarulla, M.; Fuertes, A.; Vimont, V.; Pinho, L. M. (2017). "A serious game enhancing social tenants' behavioral change towards energy efficiency". 2017 Global Internet of Things Summit (GIoTS). pp. 1–6. doi:10.1109/GIOTS.2017.8016257. hdl:10400.22/10082. ISBN 978-1-5090-5873-0. S2CID 13436808.
  27. ^ Johnson, Daniel; Horton, Ella; Mulcahy, Rory; Foth, Marcus (June 2017). "Gamification and serious games within the domain of domestic energy consumption: A systematic review" (PDF). Renewable and Sustainable Energy Reviews. 73: 249–264. doi:10.1016/j.rser.2017.01.134. S2CID 114416196.
  28. ^ Lithoxoidou, E.; Doumpoulakis, S.; Tsakiris, A.; Ziogou, C.; Krinidis, S.; Paliokas, I.; Ioannidis, D.; Votis, K.; Voutetakis, S.; Elmasllari, E.; Tzovaras, D. (2020). "A novel social gamified collaboration platform enriched with shop-floor data and feedback for the improvement of the productivity, safety and engagement in factories". Computers & Industrial Engineering. 139: 105691. doi:10.1016/j.cie.2019.02.005. S2CID 116383480.
  29. ^ Schrape, N. (2014). Rethinking gamification. Meson Press. pp. 21–45. ISBN 978-3-95796-000-9.
  30. ^ Enikolopov, R.; Petrova, M. (2017). "Mass media and its influence on behaviour" (PDF). eLS Opuscles del CREI. 44.
  31. ^ Lister, Cameron; West, Joshua H; Cannon, Ben; Sax, Tyler; Brodegard, David (4 August 2014). "Just a Fad? Gamification in Health and Fitness Apps". JMIR Serious Games. 2 (2): e9. doi:10.2196/games.3413. PMC 4307823. PMID 25654660.
  32. ^ Ajzen, Icek (December 1991). "The theory of planned behavior". Organizational Behavior and Human Decision Processes. 50 (2): 179–211. doi:10.1016/0749-5978(91)90020-T. S2CID 260959149.
  33. ^ Kollmuss, Anja; Agyeman, Julian (July 2010). "Mind the Gap: Why do people act environmentally and what are the barriers to pro-environmental behavior?". Environmental Education Research. 8 (3): 239–260. doi:10.1080/13504620220145401. S2CID 16062059.

See also edit

behavioral, change, support, system, behavioral, change, support, system, bcss, information, communications, technology, tool, platform, gamified, environment, which, targets, behavioral, changes, users, bcss, built, upon, persuasive, systems, design, techniqu. A Behavioral Change Support System BCSS is any information and communications technology ICT tool web platform or gamified environment which targets behavioral changes in its end users BCSS are built upon persuasive systems design techniques 1 2 Contents 1 Underlying theories and models 2 Techniques and elements 3 Taxonomies 4 Knowledge domains 4 1 eHealth mHealth 4 2 Education 4 3 Other Domains 5 Criticism 6 References 7 See alsoUnderlying theories and models editThe design of these systems and their contents are based on behavioral change theories and models for behavioral change over time 3 The theory of planned behavior describes the relationship between attitudes intentions and the desired behavior It is considered to be one of the most influential determinant models A supporting model is the Fogg Behaviour Model FBM 4 which states that a user must be motivated first before having the ability to perform the change in their behavior which is triggered by either intrinsic or extrinsic factors The term trigger was changed by the author in late 2017 and the term prompt is now being used 5 BCSS makes use of extrinsic perceptual prompts like alarms messages with offers or calls to action ads requests and more Other theories that aid in the design and mechanisms behind a BCSS include the social learning theory SLT which studies the interactions between a user and the environment 6 and the theory of planned behavior 7 initiated as the theory of reasoned action Techniques and elements editApplications of BCSS may include game and training elements in several market domains which can range from Health and Education and Quality of Life QoL to professional development and workability Virtually any concept designed to cause a shift in a person s behavior can be considered a BCSS even if this change is not directly observed by the users When users are aware of this intention and choose to work within the system the chances of favorable results from this system increase This effect is attributed to metacognition as most BCSS systems implement metacognitive strategies for goal attainment 8 9 These strategies help users understand the cause of their resistance to adopting the desired behavior It requires that they monitor themselves whenever the targeted behavior can be observed to understand their progress towards the desired behavior and record evidence usually objective but also subjective measurements of their behavioral changes There can be a positive impact on people who have difficulties in changing their behavior by considering behaviors and the distance to the desired behavior This can be achieved by helping them develop a personalized plan for reaching the targeted behavior and learning the ways to achieve their personal goals In most cases the general objective can be split into more than one objective or step before the desired behavior is adopted by the users and becomes a routine The positive feedback introduces self management in BCSS applications since it is particularly helpful for people to take responsibility for their own actions and do things to the best of their ability BCSS is very often equipped with additional features like game elements to foster user engagement leading to serious game applications Moreover they implement machine learning techniques to predict the future behavior of users based on their past performance The evidence of the achieved change in behavior as well as important notifications during self evaluation are communicated with visual analytics tools such as performance graphs Additional tools frequently found in BCSS include checklists and questionnaires to collect users feedback hardware sensing components like the Internet of things IoT devices e g cameras and social collaboration to help the members of a user community to support each other Occasionally some BCSS allow professionals trainers educators medical personnel and social professionals to participate in the BCSS activities This can be done by giving advice and support and also by making decisions and alterations to the treatment plan according to the observed performance and the personal needs of the targeted users Taxonomies editMost BCSSes work on a single profile targeted user while some can monitor and report progress made by a group of people There are BCSS applications purely made using software while others include hardware components like sensors and IoT devices to introduce physical computing in a hybrid physical digital approach 10 The devices used to access a BCSS are usually internet connected mobile devices like smartphones tablets or smartwatches The success in this category of BCSS applications lies in monitoring and notifying the users constantly in regards to daily activities On the other hand there are BCSSes which are less intrusive and rely on less frequent access to the system Another way to distinguish BCSSes is by the knowledge domain they refer to Theoretically a BCSS can be built in any knowledge domain Knowledge domains editeHealth mHealth edit Examples of BCSS applied in eHealth domains include CAREGIVERSPRO MMD 11 which is a community based intervention to support people living with dementia and their caregivers using game elements to engage users in non pharmacological interventions iLift 12 which trains nurses in lifting and transfer techniques to prevent lower back injuries and We4Fit 13 which is more like a game environment A more extensive review of health BCSS can be found on the work of Alahaivala amp Oinas Kukkonen 2016 14 and Bridle et al 2005 15 Education edit As Arlinghaus and Johnston implied Although not sufficient education is a necessary component for behaviour change 2018 16 BCSSes are used in education less for imparting knowledge and testing knowledge gained and more for teaching a difficult subject like responsible sexual behaviour in middle school students 17 or for changing attitudes and beliefs about a topic of interest Adopting new behavioral patterns is difficult and people are not motivated to change their behavior if they do not recognize the blocking issue Gamification is used to help recognition by providing rewards competition and motivational cues of a BCSS Prochaska et al 2007 18 proposed a six stage behavioral change model pre contemplation contemplation preparation action maintenance and termination which can be applied in educational uses of a BCSS as it appears in an ideal environment for making the first step contemplation after a long period of resistance pre contemplation BCSSes affect the physical world and help people experiment with an alternative behavioral pattern without thinking of possible coincidences such as social exposure The virtual activities performed in a BCSS help in the next step preparation where the user makes a transition from a passive to an active state in a safe environment The user monitoring and reward system of a BCSS helps users complete the rest of the stages of the behavior change action maintenance and termination and avoid regression to the previous unwanted behavior Schmied 2017 proposes a similar seven step process the Designing for Behaviour Change DBC framework 19 Overall a positive behavioral change in education settings is facilitated by technology through digital intervention strategies where a teacher or educator makes adjustments to personalize the interventions to the student s profiles and performance 20 Although ICT tools may not be necessary to change behavior in schools 21 when used in the form of serious game assisted learning they can provide a more in depth perception of important concepts in a field of study despite some disadvantages 22 Other Domains edit BCSS has been applied in other knowledge and study areas including workers behaviour consumers brand loyalty and CO2 footprints and energy consumption Examples include applications designed to raise water saving awareness 23 24 apps used by drivers to reduce fuel consumption by adopting an eco friendly driving style 25 and educational games for simulating energy consumption in domestic environments like in Casals et al 2017 26 A systematic review of the application of game elements to behavioural change in domestic energy consumption can be found in Johnson et al 2017 27 An example from the Industry 4 0 domain is SATISFACTORY 28 which proposes a gamified social collaboration platform that is integrated into the shop floor of industries to improve productivity safety and workers engagement In the marketing context behavioural change techniques do not aim to change the way people think but how they consume products and services 29 In politics behavioural change interventions are delivered in the form of mass media campaigns on existing social media platforms rather than standalone applications 30 Overall there is a continually growing number of domains in which ICT tools are introduced as tools to implement and deliver behavioral change campaigns in a systematic way Some researchers refer to persuasive technology to identify the computer mediated communication between humans or human computer interaction technologies used to deliver persuasive evidence A BCSS should be treated as a more complex ICT based construct which may use persuasive technologies but also supports the full life cycle of behavioral change interventions from authoring to publishing implements various campaigns to achieve its goals and is adaptive to specific user profiles Criticism editBehavior Change Support Systems have been criticized for a lack of grounding in independent behavioral theory as well as the lack of industry standards to measure performance or effect 31 Another source of criticism refers to the dominant behavioral change models as products of the theory of planned behavior 32 According to some researchers Kollmus amp Agyeman 2002 33 there is a gap between attitude and intention and target behavior Thus it is difficult to find a widely accepted model that can take all relevant behavioral parameters into account Additionally even if BCSSes help to effect a change in a targeted user s behavior the user usually fails to maintain the target behavior This could be the result of underestimating the long term influence that environmental factors have on behavior There is currently an open discussion on how intrusive a BCSS should be but this appears to be dependent upon the physical and social context of the environment in which the BCSS is being used As BCSS makes use of personal data coming from users profiles and the user monitoring system the use of BCSSes in everyday life may be legally restricted improper synthesis References edit Oinas Kukkonen Harri 2010 Behavior Change Support Systems A Research Model and Agenda Persuasive Technology Lecture Notes in Computer Science Vol 6137 Springer Berlin Heidelberg pp 4 14 Bibcode 2010LNCS 6137 4O doi 10 1007 978 3 642 13226 1 3 ISBN 978 3 642 13225 4 S2CID 12161063 Fogg B J 1 December 2002 Persuasive technology Ubiquity 2002 December 2 doi 10 1145 764008 763957 S2CID 20345615 Ajzen Icek December 1991 The theory of planned behavior Organizational Behavior and Human Decision Processes 50 2 179 211 doi 10 1016 0749 5978 91 90020 T S2CID 260959149 Fogg B J 2009 A behavior model for persuasive design Proceedings of the 4th International Conference on Persuasive Technology p 1 doi 10 1145 1541948 1541999 ISBN 9781605583761 S2CID 1659386 Fogg B J 2003 Persuasive technology using computers to change what we think and do Morgan Kaufmann Publishers ISBN 9780080479941 Bandura Albert 1971 Social Learning Theory New York General Learning Press Ajzen Icek December 1991 The theory of planned behavior Organizational Behavior and Human Decision Processes 50 2 179 211 doi 10 1016 0749 5978 91 90020 T S2CID 260959149 Grant Anthony M 1 January 2003 The Impact of Life Coaching on Goal Attainment Metacognition and Mental Health Social Behavior and Personality 31 3 253 263 doi 10 2224 sbp 2003 31 3 253 Halttu Kirsi Oinas Kukkonen Harri 27 January 2017 Persuading to Reflect Role of Reflection and Insight in Persuasive Systems Design for Physical Health Human Computer Interaction 32 5 6 381 412 doi 10 1080 07370024 2017 1283227 S2CID 34377006 Fraternali P Baroffio G Pasini C Galli L Micheel I Novak J Rizzoli A December 2015 Integrating Real and Digital Games with Data Analytics for Water Consumption Behavioral Change A Demo 2015 IEEE ACM 8th International Conference on Utility and Cloud Computing UCC pp 408 409 doi 10 1109 UCC 2015 68 ISBN 978 0 7695 5697 0 S2CID 2314445 Paliokas I Tzallas A Katertsidis N Votis K Tzovaras D October 2017 Gamification in Social Networking A Platform for People Living with Dementia and their Caregivers 2017 IEEE 17th International Conference on Bioinformatics and Bioengineering BIBE pp 574 579 doi 10 1109 BIBE 2017 00015 ISBN 978 1 5386 1324 5 S2CID 23904549 Kuipers Derek A Wartena Bard O Dijkstra Boudewijn H Terlouw Gijs van t Veer Job T B van Dijk Hylke W Prins Jelle T Pierie Jean Pierre E N December 2016 iLift A health behavior change support system for lifting and transfer techniques to prevent lower back injuries in healthcare International Journal of Medical Informatics 96 11 23 doi 10 1016 j ijmedinf 2015 12 006 PMID 26797571 Pereira C V Figueiredo G Esteves M G P Souza J M de 2014 We4Fit A game with a purpose for behavior change Proceedings of the 2014 IEEE 18th International Conference on Computer Supported Cooperative Work in Design CSCWD pp 83 88 doi 10 1109 CSCWD 2014 6846821 ISBN 978 1 4799 3776 9 S2CID 18266780 Alahaivala Tuomas Oinas Kukkonen Harri December 2016 Understanding persuasion contexts in health gamification A systematic analysis of gamified health behavior change support systems literature International Journal of Medical Informatics 96 62 70 doi 10 1016 j ijmedinf 2016 02 006 PMID 26944611 Bridle C Riemsma R P Pattenden J Sowden A J Mather L Watt I S Walker A 1 June 2005 Systematic review of the effectiveness of health behavior interventions based on the transtheoretical model Psychology amp Health 20 3 283 301 doi 10 1080 08870440512331333997 ISSN 0887 0446 S2CID 42170484 Arlinghaus Katherine R Johnston Craig A 9 December 2017 Advocating for Behavior Change With Education American Journal of Lifestyle Medicine 12 2 113 116 doi 10 1177 1559827617745479 PMC 6124997 PMID 30283247 Emery M 1980 The theory and practice of behaviour change in the school context International Journal of Health Education 23 2 116 125 ISSN 0020 7306 PMID 7456673 Changing for good the revolutionary program that explains the six stages of change and teaches you how to free yourself from bad habits 1st ed W Morrow ISBN 978 0380725724 Schmied Petr 2017 Behaviour change toolkit for international development practitioners enabling people to practice positive behaviours PDF People in Need p 60 ISBN 978 80 87456 83 5 Emery M 1980 The theory and practice of behaviour change in the school context International Journal of Health Education 23 2 116 125 ISSN 0020 7306 PMID 7456673 Roffey Sue 8 December 2010 Changing behavior in schools promoting positive relationships and wellbeing SAGE ISBN 978 1849200783 Zhonggen Yu 3 February 2019 A Meta Analysis of Use of Serious Games in Education over a Decade International Journal of Computer Games Technology 2019 1 8 doi 10 1155 2019 4797032 Novak J Melenhorst M Micheel I Pasini C Fraternali P Rizzoli A E April 2018 Integrating behavioural change and gamified incentive modelling for stimulating water saving Environmental Modelling amp Software 102 120 137 doi 10 1016 j envsoft 2017 11 038 hdl 11311 1121534 Fraternali P Baroffio G Pasini C Galli L Micheel I Novak J Rizzoli A 2015 Integrating Real and Digital Games with Data Analytics for Water Consumption Behavioral Change A Demo Proceedings of the 8th International Conference on Utility and Cloud Computing Ucc 15 IEEE Press 408 409 ISBN 9780769556970 Lalos A Gardelis K Spathis Papadiotis A Moustakas K Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information Smart Cities and Mobility as a Service 104 115 Casals M Gangolells M Macarulla M Fuertes A Vimont V Pinho L M 2017 A serious game enhancing social tenants behavioral change towards energy efficiency 2017 Global Internet of Things Summit GIoTS pp 1 6 doi 10 1109 GIOTS 2017 8016257 hdl 10400 22 10082 ISBN 978 1 5090 5873 0 S2CID 13436808 Johnson Daniel Horton Ella Mulcahy Rory Foth Marcus June 2017 Gamification and serious games within the domain of domestic energy consumption A systematic review PDF Renewable and Sustainable Energy Reviews 73 249 264 doi 10 1016 j rser 2017 01 134 S2CID 114416196 Lithoxoidou E Doumpoulakis S Tsakiris A Ziogou C Krinidis S Paliokas I Ioannidis D Votis K Voutetakis S Elmasllari E Tzovaras D 2020 A novel social gamified collaboration platform enriched with shop floor data and feedback for the improvement of the productivity safety and engagement in factories Computers amp Industrial Engineering 139 105691 doi 10 1016 j cie 2019 02 005 S2CID 116383480 Schrape N 2014 Rethinking gamification Meson Press pp 21 45 ISBN 978 3 95796 000 9 Enikolopov R Petrova M 2017 Mass media and its influence on behaviour PDF eLS Opuscles del CREI 44 Lister Cameron West Joshua H Cannon Ben Sax Tyler Brodegard David 4 August 2014 Just a Fad Gamification in Health and Fitness Apps JMIR Serious Games 2 2 e9 doi 10 2196 games 3413 PMC 4307823 PMID 25654660 Ajzen Icek December 1991 The theory of planned behavior Organizational Behavior and Human Decision Processes 50 2 179 211 doi 10 1016 0749 5978 91 90020 T S2CID 260959149 Kollmuss Anja Agyeman Julian July 2010 Mind the Gap Why do people act environmentally and what are the barriers to pro environmental behavior Environmental Education Research 8 3 239 260 doi 10 1080 13504620220145401 S2CID 16062059 See also editTheory of planned behavior Retrieved from https en 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