Behavioral Framework of Immersive Technologies (BehaveFIT): How and why virtual reality can support behavioral change processes

Please always quote using this URN: urn:nbn:de:bvb:20-opus-258796
  • The design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies in particular. The mechanisms and success of behavior change techniques and interventions are broadly investigated in the field of psychology. However, it is not always easy to adapt these psychological findings to the context of immersive technologies. The lack of theoretical foundation also leads to a lackThe design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies in particular. The mechanisms and success of behavior change techniques and interventions are broadly investigated in the field of psychology. However, it is not always easy to adapt these psychological findings to the context of immersive technologies. The lack of theoretical foundation also leads to a lack of explanation as to why and how immersive interventions support behavior change processes. The Behavioral Framework for immersive Technologies (BehaveFIT) addresses this lack by 1) presenting an intelligible categorization and condensation of psychological barriers and immersive features, by 2) suggesting a mapping that shows why and how immersive technologies can help to overcome barriers and finally by 3) proposing a generic prediction path that enables a structured, theory-based approach to the development and evaluation of immersive interventions. These three steps explain how BehaveFIT can be used, and include guiding questions for each step. Further, two use cases illustrate the usage of BehaveFIT. Thus, the present paper contributes to guidance for immersive intervention design and evaluation, showing that immersive interventions support behavior change processes and explain and predict 'why' and 'how' immersive interventions can bridge the intention-behavior-gap.show moreshow less

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Metadaten
Author: Carolin Wienrich, Nina Döllinger, Rebecca Hein
URN:urn:nbn:de:bvb:20-opus-258796
Document Type:Journal article
Faculties:Fakultät für Humanwissenschaften (Philos., Psycho., Erziehungs- u. Gesell.-Wissensch.) / Institut Mensch - Computer - Medien
Language:English
Parent Title (English):Frontiers in Virtual Reality
Year of Completion:2021
Volume:2
Article Number:627194
Source:Frontiers in Virtual Reality (2021) 2:627194. doi:10.3389/frvir.2021.627194
DOI:https://doi.org/10.3389/frvir.2021.627194
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
1 Philosophie und Psychologie / 15 Psychologie / 150 Psychologie
Tag:behavior change; framework; human-computer interaction; immersive technologies; intention-behavior-gap; intervention design; intervention evaluation; virtual reality
Release Date:2022/03/21
Collections:Open-Access-Publikationsfonds / Förderzeitraum 2021
Licence (German):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International