Designing Motivation - Changing Human Behaviour Using Game-Elements (G-MOTIV) was about researching and applying new approaches to behavioural change based on motivation by using game elements. We have conducted research on the motivational effect of game elements in changing behaviour. Our multidisciplinary team of scientists and designers worked on developing intelligent PSS prototypes in the fields of health care and human resources, resulting in structural behavioural change. Achieving lasting change is difficult; people are often poorly motivated to change their status quo! In the domains of healthcare and human resources, this resistance leads to large financial costs for society and reorganization costs for companies. Currently, people are ‘helped’ to change using therapy, training and coaching, however these often only result in short-term effects.

To tackle this issue we needed to help people achieve long-lasting, desired behavioural change. We turned to knowledge evolving from the serious gaming industry. The game elements of fantasy, challenge and action-consequences are known to be powerful tools for motivation.

What questions were answered?
Teams from 5 universities, creative partners, service providers and application builders have worked together to answer the question: How can game elements affect user motivation for behavioural change?

What have the teams achieved?
Case-validated generic knowledge that can be applied to PSS applications aimed at changing human behaviour.

Timeframe and communication:
G-MOTIV has started in 2011 and finished in 2015. The project has generated innovative scientific knowledge in the forms of peer-reviewed journal articles, PhD theses and industry-conferences. Throughout the project, we have communicate information and results via this website.

Who was involved?
Scientific partners: Delft University of Technology, University of Amsterdam, Vrije Universiteit, Erasmus University and the Technical University Eindhoven;
Creative partners: Design Academy Eindhoven, Monobanda, IJsfontein, RANJ, Novay
Service Providers: Berenschot, Humanitas, Parnassia
Application builders: Novay.

Project leaders
Dr. Valentijn Visch, Delft University of Technology
Prof. dr. Paul Hekkert, Delft University of Technology


Active Cues

The Active Cues prototype uses two Xbox Kinect camera’s to detect the hand movements of nursing home residents sitting around the dining table. A laptop, which is hidden in the ceiling, uses this information to make interactive light projections, which are presented on the same dining table by a projector. We did several design iterations together with the nursing home residents to develop the Active Cues concept and prototype. By trying plenty of different ‘light cues’ we learned how people with dementia enjoyed playing with them - and how they did not.

The Active Cues table is presented at many care and innovation events in both The Netherlands (among which the Innovation Estafette (section Creative Industry) at the RAI 2013, and the travelling exhibition Design United (2013/2014)) and in South Africa (Department of Design (as part of the World Design Capital of Cape Town)). It is in the finals of New Venture (won the two first rounds) and won the Zorgmarketingfestival.