Design of persuasive health technology (NIPIA)

For the project Design for persuasive health technology, the goal was to design an intervention for problematic gaming behaviour. We designed an app that would help the user to get their gaming behaviour under control and expand their activities outside of gaming.

It also includes a journal, where the feelings and ideas around gaming can be placed and related to the collected data about the user’s gaming behaviour. The basis of this intervention is grounded in psychology research and existing theories of behaviour change, for example with certain BCTs (Behaviour Change Techniques).