Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Digital interventions can promote positive health outcomes, but maintaining user engagement remains a challenge. A major issue is that, while these interventions primarily consist of essential health-related tasks, such content is perceived as unengaging, leading to high dropout rates. In contrast, game content is inherently engaging, but effectively balancing it with health-focused activities presents a design challenge. In this study, we explore the use of automated planning to structure digital intervention content by integrating unengaging health tasks with engaging game content while maintaining a balanced fun ratio across levels. Through experimental validation, we demonstrate that automated planning can effectively balance fun activities while ensuring progression aligns with defined pacing constraints. Our findings suggest that this approach helps generate balanced levels, though scalability remains a challenge due to the excessive state space. Future research should focus on improving the scalability of automated planning solutions to enhance their practicality in health interventions.

Original languageEnglish
Title of host publicationEntertainment Computing – ICEC 2025
Subtitle of host publication24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings
EditorsMaki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura
Place of PublicationCham
PublisherSpringer
Pages193-206
Number of pages14
ISBN (Electronic)978-3-032-02555-5
ISBN (Print)978-3-032-02554-8
DOIs
Publication statusPublished - 22 Aug 2025
Event24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025 - Tokyo, Japan
Duration: 27 Aug 202530 Aug 2025

Publication series

NameLecture Notes in Computer Science (LNCS)
Volume16042
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025
Country/TerritoryJapan
CityTokyo
Period27/08/2530/08/25

Bibliographical note

Publisher Copyright:
© IFIP International Federation for Information Processing 2025.

Keywords

  • Automated Planning
  • Digital Health
  • Gamification
  • Health Intervention
  • Levels
  • mHealth
  • Numeric Planning

Fingerprint

Dive into the research topics of 'Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun'. Together they form a unique fingerprint.

Cite this