Effectiveness of Behaviorally Designed Gamification Interventions With Social Incentives for Increasing Physical Activity Among Overweight and Obese Adults Across the United States

心理干预 超重 医学 物理疗法 激励 随机对照试验 体质指数 干预(咨询) 老年学 护理部 外科 病理 经济 微观经济学
作者
Mitesh S. Patel,Dylan S. Small,Joseph D. Harrison,Michael Fortunato,Ai Leen Oon,Charles A. L. Rareshide,Gregory Reh,Gregory Szwartz,James Guszcza,David Steier,Pameljit Kalra,Victoria Hilbert
出处
期刊:JAMA Internal Medicine [American Medical Association]
卷期号:179 (12): 1624-1624 被引量:118
标识
DOI:10.1001/jamainternmed.2019.3505
摘要

Importance

Gamification, the use of game design elements in nongame contexts, is increasingly being used in workplace wellness programs and digital health applications. However, the best way to design social incentives in gamification interventions has not been well examined.

Objective

To assess the effectiveness of support, collaboration, and competition within a behaviorally designed gamification intervention to increase physical activity among overweight and obese adults.

Design, Setting, and Participants

This 36-week randomized clinical trial with a 24-week intervention and 12-week follow-up assessed 602 adults from 40 states with body mass indexes (calculated as weight in kilograms divided by height in meters squared) of 25 or higher from February 12, 2018, to March 17, 2019.

Interventions

Participants used a wearable device to track daily steps, established a baseline, selected a step goal increase, were randomly assigned to a control (n = 151) or to 1 of 3 gamification interventions (support [n = 151], collaboration [n = 150], and competition [n = 150]), and were remotely monitored. The control group received feedback from the wearable device but no other interventions for 36 weeks. The gamification arms were entered into a 24-week game designed using insights from behavioral economics with points and levels for achieving step goals. No gamification interventions occurred during follow-up.

Main Outcomes and Measures

The primary outcome was change in mean daily steps from baseline through the 24-week intervention period.

Results

A total of 602 participants (mean [SD] age, 39 [10] years; mean [SD] body mass index, 30 [5]; 427 [70.9%] male) were included in the study. Compared with controls, participants had a significantly greater increase in mean daily steps from baseline during the intervention in the competition arm (adjusted difference, 920; 95% CI, 513-1328;P < .001), support arm (adjusted difference, 689; 95% CI, 267-977;P < .001), and collaboration arm (adjusted difference, 637; 95% CI, 258-1017;P = .001). During follow-up, physical activity remained significantly greater in the competition arm than in the control arm (adjusted difference, 569; 95% CI, 142-996;P = .009) but was not significantly greater in the support (adjusted difference, 428; 95% CI, 19-837;P = .04) and collaboration (adjusted difference, 126; 95% CI, −248 to 468;P = .49) arms than in the control arm.

Conclusions and Relevance

All 3 gamification interventions significantly increased physical activity during the 24-week intervention, and competition was the most effective. Physical activity was lower in all arms during follow-up and only remained significantly greater in the competition arm than in the control arm.

Trial Registration

ClinicalTrials.gov identifier:NCT03311230
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