AE

Andrea W.M. Evers

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Journal article (2025) - Kristell M. Penfornis, N. Albers, W.P. Brinkman, M.A. Neerincx, Andrea W.M. Evers, Winifred A. Gebhardt, Eline Meijer
Background: Smoking and physical inactivity compromise health, especially in combination. Interventions to promote smoking cessation and increased physical activity (PA) often lack impact, especially in the long term. Digital future-self interventions (FSIs), which prompt individuals to imagine who they do and do not want to become (ie, their desired and undesired future selves), show promise in encouraging sustainable changes in both behaviors. However, knowledge of user experiences with digital FSIs is limited. A deeper understanding of these experiences could help optimize FSIs, enhancing their efficacy in supporting smoking cessation and increased PA sustainably. Objective: This study examined behavioral, cognitive, and affective experiences with digital FSIs focused on smoking, PA, or both. Potential differences in user experiences based on behavior (smoking vs PA), polarity (desired vs undesired future self), and modality (verbal vs visual description of future selves) were explored. Methods: Secondary analyses of quantitative and qualitative survey data from 3 studies using digital FSIs as a means to encourage smoking cessation or increase PA were conducted. In study 1, participants (N=144) thought about how it would be to complete the FSI. In studies 2 (N=447) and 3 (N=87), they completed an FSI. Each study highlighted different aspects of user experiences with FSIs, namely, behavioral (eg, time spent), cognitive (eg, mental effort exerted), or affective (eg, emotions) experiences. Quantitative and qualitative findings were integrated for a comprehensive interpretation. Results: Regarding behavioral experiences, participants completed future-self tasks promptly (mean 6.64, SD 8.30 minutes), spent less time completing the desired- versus undesired-future-self (P<.001; η p 2=0.227) and verbal versus visual (P=.03; η p 2=0.060; quantitative) tasks, and integrated the tasks into their lives (qualitative). Despite tasks being preparatory and not actively encouraging behavior change, multiple participants reported implementing changes in their smoking or PA (qualitative). Regarding cognitive experiences, moderate effort (mean 5.85/10, SD 2.56) was exerted on the tasks regardless of behavior (P=.69; η p 2=0.002), modality (P=.45; η p 2=0.004), or polarity (P=.69; η p 2=0.002; quantitative). Experiences of task difficulty were inconsistent across studies, individuals, and tasks, although mental visualization and describing one’s future self using images were consistently reported as challenging (quantitative and qualitative). Future-self tasks were reported to prompt cognitive processes such as contemplating consequences of smoking and PA behavior (qualitative). Regarding affective experiences, desired- and undesired-future-self tasks elicited different emotions (P<.001; η p 2=0.630; quantitative). Desired-future-self tasks were perceived as enjoyable and happiness inducing, whereas undesired-future-self tasks were perceived as confronting and unpleasant, evoking feelings of sadness, fear, and anger (quantitative and qualitative). Conclusions: Digital FSIs appeared to be a time-efficient, feasible, and acceptable way of strengthening identities as a means to encourage smoking cessation and PA. Findings support continued implementation of digital FSIs, although further research is required to optimize their operationalization. Avenues in that regard are proposed and discussed. ...
Journal article (2018) - Lemmy Schakel, Dieuwke S. Veldhuijzen, Henriet van Middendorp, Pieter van Dessel, Jan De Houwer, Rafael Bidarra, Andrea W.M. Evers
There is initial support for the effectiveness of approach-avoidance trainings in altering food-related health behaviors. Furthermore, outcome expectancies induced by verbal suggestions might optimize the effectiveness of these interventions, as shown in placebo research. The present study investigated the effectiveness of a gamified approach-avoidance training on food-related outcomes and whether verbal suggestions could strengthen those effects. A total of 120 participants were randomly assigned to 1 of 4 conditions: serious gaming only, verbal suggestions only, serious gaming combined with verbal suggestions, or a gaming control condition. Virtual food preference and food choice were assessed with a food choice task, with pairs differing in healthiness or in healthiness and attractiveness. Implicit food preference was assessed with an Implicit Association Test and food intake with a bogus taste test. Participants in both serious gaming conditions made healthier food choices for pairs differing in healthiness and attractiveness and had healthier implicit food preferences compared to gaming control. No effects were found on food intake. These findings provide the first preliminary support for the effects of a gamified approach-avoidance training on virtual food choice and implicit food preference. Future studies should further elucidate these effects, also in other health domains such as physical activity. ...