Theory | Description | App studies |
---|---|---|
Social Cognitive Theory [64] | Learning occurs within a reciprocal interaction between the person, environment, and behavior | |
Theory of Planned Behavior [65] | One鈥檚 behaviors are influenced by their intentions, which are derived from attitudes, subjective norms, and perceived behavioral control | |
Transtheoretical Model of Behavior Change [66] | Individuals go through five stages of change from never thinking about the behavior to making the behavior a habit, and different stages require different interventions to move onto the next | |
Social-ecological principles [67] | Multilevel interventions that target individuals, social environments, physical environments, and policies are needed to promote PA on a population level | |
To motivate behavior change, individuals need to be satisfied in the three basic psychological needs: autonomy, competence, and relatedness | [49] | |
Norm Activation Model [70] | An individual's altruistic or pro-environmental behaviors are influenced by their moral norms, which are shaped by their awareness of the consequences of the behavior and their sense of responsibility to perform it | [36] |
Game-based learning theory [71] | People learn through experiences. Well-designed games can provide these learning experiences | [43] |
Random utility theory | People make choices based on goods鈥 characteristics plus some degree of randomness | [48] |
Prospect theory [72] | This theory stems from behavioral economics. It states that people prefer lower probability for higher gains (lotteries) than high probability for lower gains and that people prefer to make decisions that they would regret the least even though it might not be optimal | [51] |
Persuasive techniques [73] | Techniques to apply psychological principles of persuasion using technologies |