
Editorial
Research on a FOGG-GNS-Based User Engagement Mechanism for Lightweight Digital Art Games Supporting Well-being
@ARTICLE{10.4108/eetpht.12.14255, author={Yaqi Gao and Hui Chen}, title={Research on a FOGG-GNS-Based User Engagement Mechanism for Lightweight Digital Art Games Supporting Well-being}, journal={EAI Endorsed Transactions on Pervasive Health and Technology}, volume={12}, number={1}, publisher={EAI}, journal_a={PHAT}, year={2026}, month={11}, keywords={lightweight game, Fogg Behaviour Model, GNS theory, digital art-based well-being, user engagement}, doi={10.4108/eetpht.12.14255} }- Yaqi Gao
Hui Chen
Year: 2026
Research on a FOGG-GNS-Based User Engagement Mechanism for Lightweight Digital Art Games Supporting Well-being
PHAT
EAI
DOI: 10.4108/eetpht.12.14255
Abstract
Research Background and Gap (Why): Amidst the trend towards fragmented digital entertainment, lightweight games have emerged as an important form of mobile interaction, offering convenient “instant play” experiences through low barriers, short interaction cycles, and social integration. Although these characteristics provide new possibilities for digital art-based well-being experiences, current research lacks an integrated framework that systematically connects lightweight game design, user behavioral psychology, and well-being engagement mechanisms. Research Method (How): This study proposes the “FOGG-GNS” framework by integrating the Fogg Behavior Model (FBM) with Gamism-Narrativism-Simulationism (GNS) theory. The framework is used to analyze how game design structures and behavioral factors influence user engagement in lightweight digital art games. This study adopts a theory-driven empirical approach, combining qualitative analysis of lightweight game design with quantitative validation through a questionnaire survey (N = 450). Structural Equation Modeling (SEM) and Hierarchical Regression Analysis were employed to examine the proposed framework. Practical Implementation (With what): The FOGG-GNS framework was applied to the analysis of representative lightweight games and empirically validated through questionnaire data to examine the relationships among Motivation, Ability, Prompt, GNS dimensions, and well-being engagement. Core Conclusion (What): The results reveal that Prompt and Gamism-oriented design elements are associated with stronger initial engagement, whereas Motivation, supported by Narrativism and Simulationism, plays an important role in deeper and more sustained well-being engagement. Excessive reliance on Gamism mechanisms weakens the positive relationship between Motivation and well-being engagement, indicating a potential “Motivational Monopolisation” phenomenon. Significance and Value (So what): This study contributes to active-health-oriented digital design by explaining how lightweight digital art games may support everyday emotional awareness, self-expression, and self-management through accessible and meaningful interactions. The FOGG-GNS framework offers design implications for developing accessible digital experiences that may support everyday psychological self-management. However, this study measures self-reported well-being engagement rather than actual health behaviors or clinical outcomes. Whether such engagement translates into sustained health-supportive behaviors remains to be examined in future research.
Copyright © 2026 Yaqi Gao et al., licensed to EAI. This is an open access article distributed under the terms of the CC BY-NC-SA 4.0, which permits copying, redistributing, remixing, transformation, and building upon the material in any medium so long as the original work is properly cited.

