In this fully revised and updated Fourth Edition, Rice and Atkin provide readers with a comprehensive and contemporary look into the field of public communication campaigns. The volume begins with a theoretical and historical overview of public communication campaigns, which generally aim to promote non-commercial benefits to individuals or society. The contributors then explore methods and models of designing, implementing, and evaluating campaigns in depth. Topics examined include a range of recent, intriguing, and controversial campaigns such as AIDS prevention, skin cancer, organ donation, and ocean sustainability. The contributors also explore a variety of recent campaign dimensions including community-oriented campaigns, entertainment-education campaigns, digital games, mobile technology, and social media. Public Communication Campaigns, Fourth Edition will be a valuable resource for both students and researchers in the fields of communication, journalism, public relations, mass media, advertising, and public health programs.
Chapter 19: Designing Digital Games, Social Media, and Mobile Technologies to Motivate and Support Health Behavior Change
Designing Digital Games, Social Media, and Mobile Technologies to Motivate and Support Health Behavior Change
Author's Note: Preparation of this chapter was supported by a grant from the Pioneer Portfolio of the Robert Wood Johnson Foundation.
There are now thousands of digital games designed to motivate and support health behavior change. Health games appear in social media, virtual worlds, mobile apps (applications), health insurers’ websites, home-to-clinic telehealth systems, museum exhibits, medical devices, and robots in addition to computers and video game consoles. Public communication campaigns are increasingly using games as part of their media mix to promote and improve, for example, physical activity (Murphy, Carson, Neal, Baylis, Donley, & ...