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(c) Field experiment: We performed a dynamic analysis in order to investigate the feasibility of the prototype through biometric data from player sessions (n = 620) by healthcare professionals (n = 37).
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An expert panel conducted analysis of video-recorded playing activities. (b) A design science research approach resulted in a playable prototype. We interviewed experts (n = 5) on the subject of lifting and transferring techniques. Methods: (a) To define the problem space, use context and user context, focus group interviews were conducted with Occupational Therapists (n = 4), Nurses (n = 10) and Caregivers (n = 12) and a thematic analysis was performed. In this article, the design and development of such a health behavior change support system is addressed, describing cycles of design and evaluation. The main focus was not on testing for the effectiveness of the game itself, but rather on the design of the game as an autogenous trigger and its place in a behavioral change support system. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. Objective: Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals.