Applications of BCSS may include game and training elements in several market domains which can range from Health and Education and Quality of Life (QoL), to professional development and workability.
Virtually any concept designed to cause a shift in a person's behavior can be considered a BCSS, even if this change is not directly observed by the users.
The evidence of the achieved change in behavior, as well as important notifications during self-evaluation, are communicated with visual analytics tools such as performance graphs.
This can be done by giving advice and support and also by making decisions and alterations to the treatment plan according to the observed performance and the personal needs of the targeted users.
There are BCSS applications purely made using software, while others include hardware components like sensors and IoT devices to introduce physical computing in a hybrid physical-digital approach.
Examples of BCSS applied in eHealth domains include CAREGIVERSPRO-MMD,[11] which is a community-based intervention to support people living with dementia and their caregivers using game elements to engage users in non-pharmacological interventions; iLift,[12] which trains nurses in lifting and transfer techniques to prevent lower-back injuries, and We4Fit[13] which is more like a game environment.
BCSSes affect the physical world and help people experiment with an alternative behavioral pattern without thinking of possible coincidences (such as social exposure).
[20] Although ICT tools may not be necessary to change behavior in schools,[21] when used in the form of serious game-assisted learning, they can provide a more in-depth perception of important concepts in a field of study despite some disadvantages.
[22] BCSS has been applied in other knowledge and study areas, including workers' behaviour, consumers' brand-loyalty, and CO2 footprints and energy consumption.
[26] A systematic review of the application of game elements to behavioural change in domestic energy consumption can be found in Johnson et al. (2017)[27] An example from the Industry 4.0 domain is SATISFACTORY,[28] which proposes a gamified social collaboration platform that is integrated into the shop-floor of industries to improve productivity, safety and workers' engagement.
[29] In politics, behavioural change interventions are delivered in the form of mass-media campaigns on existing social media platforms rather than standalone applications.
A BCSS should be treated as a more complex ICT-based construct which may use persuasive technologies, but also supports the full life-cycle of behavioral change interventions (from authoring to publishing), implements various campaigns to achieve its goals, and is adaptive to specific user profiles.