A Game of Conversations, Choices, and Behavioral Impact
Dreamy is a dating simulator that places players in dynamic conversations with potential suitors where physical appearance and decisions play a critical role. Set within a 30-day trial of a dating service, the game centers on the player's responses, shedding light on risk-taking behaviors associated with indoor tanning. Built on the foundations of the Integrated Model of Behavioral Prediction (Fishbein, 2000, 2007; Fishbein & Yzer, 2003) and the Health Belief Model (Rosenstock, 1974; Rosenstock, Strecher & Becker, 1988), Dreamy was designed to influence attitudes and reduce intentions to engage in indoor tanning.
Project Significance
Dreamy marked my first endeavor to integrate theoretical behavioral frameworks directly into game mechanics. Collaborating with Dr. Soyoon Kim, a health communication researcher who developed the model logic flows, we aimed to create a serious game that extended beyond conventional gameplay into impactful behavioral intervention. Preliminary findings, presented at Meaningful Play, indicated a positive effect on the target audience of women aged 18-25, reinforcing the potential of games as tools for attitude change.
However, deeper analysis revealed a more nuanced outcome. While Dreamy successfully influenced its target audience, it produced a boomerang effect in non-target players, inadvertently increasing their intentions to tan. This unexpected result underscored the importance of thoroughly understanding diverse audience reactions when developing serious games aimed at behavior change. Due to these findings, the decision was made not to publish the game, as its potential risks outweighed the benefits. I shared this significant lesson at Games for Change 2018 in a presentation titled “Hypothesis Tested,” where I discussed designing games with theoretical frameworks and the challenges that arise from unexpected outcomes.
Funding and Recognition
The development of Dreamy was supported by grants from the University of Miami, including the Center for Communication, Culture and Change, the School of Communication Creative Activity Award, and the Provost Research Award. The game’s innovative approach garnered attention and was exhibited at Meaningful Play and the International Communication Association Pre-Conference for Game Studies in Tokyo, highlighting its interdisciplinary value and relevance in both academic and gaming circles.
Reflections and Future Directions
Dreamy demonstrated both the potential and the challenges of using games for behavioral change. The project reinforced the critical need for comprehensive testing and analysis when designing educational interventions. While the game will not be published, it serves as a valuable case study and learning experience, guiding future projects that harness games as powerful tools for health communication and social impact.
Thematic Connections
Personal Exposure Reporter
I served as the lead of a subproject for the Firefighter Cancer Initiative, overseeing the creation of an app that helps firefighters log exposures to carcinogens. This connects with Dreamy’s goal of influencing health behavior through interactive design. Both projects illustrate my dedication to leveraging game mechanics for health education and behavior change. The launch of the Personal Exposure Reporter shows the potential for scaling up health-focused applications.
SCAN 360
As a co-developer of SCAN 360, I helped create an interactive platform for visualizing cancer data. This connects to Dreamy’s focus on informing users and prompting health-related behavior change. My contributions involved designing the user interface and ensuring data integration, resulting in a tool used by researchers and health professionals to better understand cancer patterns in Florida.