“…It does not primarily aim to change long-term lifestyle behaviors outside the game, such as smoking, (un)healthy diets, medication intake, or daily level of physical activity. It is different from constraining behavior [31], or manipulation and deception [231], even if the participant might not perceive this as such the first time: it does not deliberately hide options or enforce a way of interaction by making it the only means of input. Instead, and similar to using different ways to explain suggested use to people [255] or explicitly leaving it out for intended ambiguity [276], it tries to change the play interaction itself: influence the players' activity, performance, or role, change the interactions between players, the locations players visit, or the type of interaction players perform [89,128,260].…”