亲爱的研友该休息了!由于当前在线用户较少,发布求助请尽量完整地填写文献信息,科研通机器人24小时在线,伴您度过漫漫科研夜!身体可是革命的本钱,早点休息,好梦!

Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight

超重 激励 随机对照试验 体质指数 干预(咨询) 减肥 医学 物理疗法 心理学 肥胖 财务 老年学 护理部 业务 外科 内科学 病理 微观经济学 经济
作者
Anish K. Agarwal,Kimberly J. Waddell,Dylan S. Small,Chalanda N. Evans,Tory O. Harrington,Rachel Djaraher,Ai Leen Oon,Mitesh S. Patel
出处
期刊:JAMA network open [American Medical Association]
卷期号:4 (7): e2116256-e2116256 被引量:21
标识
DOI:10.1001/jamanetworkopen.2021.16256
摘要

Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans.To test the effectiveness of gamification with social support, with and without a loss-framed financial incentive, to increase physical activity among veterans classified as having overweight and obesity.This 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period. Participants included veterans with a body mass index greater than or equal to 25 who were receiving care from a single site in Philadelphia, Pennsylvania. Participants underwent a remotely monitored intervention from March 19, 2019, to August 9, 2020. Data analyses were conducted between October 1, 2020, and November 14, 2020.All participants received a wearable device to track step counts and selected a step goal. The control group received feedback from their devices only. Participants in the 2 gamification groups were entered into a 12-week game with points and levels designed using behavioral economic principles and selected a support partner to receive weekly updates. Participants in the loss-framed financial incentive group had $120 allocated to a virtual account and lost $10 if weekly goals were not achieved.The primary outcome was the change in mean daily steps from baseline during the intervention. Secondary outcomes include proportion of days goals were achieved and changes during follow-up.A total of 180 participants were randomized, 60 to the gamification with social support group, 60 to the gamification with social support and loss-framed financial incentives group, and 60 to the control group. The participants had a mean (SD) age of 56.5 (12.9) years and a mean (SD) body mass index of 33.0 (5.6); 71 participants (39.4%) were women, 90 (50.0%) were White, and 67 (37.2%) were Black. During the intervention period, compared with control group participants, participants in the gamification with financial incentives group had a significant increase in mean daily steps from baseline (adjusted difference, 1224 steps; 95% CI, 451 to 1996 steps; P = .005), but participants in the gamification without financial incentives group did not (adjusted difference, 433 steps; 95% CI, -337 to 1203 steps; P = .81). The increase for the gamification with financial incentives group was not sustained during the follow-up period, and the step count was not significantly different than that of the control group (adjusted difference, 564 steps; 95% CI, -261 to 1389 steps; P = .37). Compared with the control group, participants in the intervention groups had a significantly higher adjusted proportion of days meeting their step goal during the main intervention and follow-up period (gamification with social support group, adjusted difference from control, 0.21 participant-day; 95% CI, 0.18-0.24 participant-day; P < .001; gamification with social support and loss-framed financial incentive group, adjusted difference from control, 0.34 participant-day; 95% CI, 0.31-0.37 participant-day; P < .001).Among veterans classified as having overweight and obesity, gamification with social support combined with loss-framed financial incentives was associated with a modest increase in physical activity during the intervention period, but the increase was not sustained during follow-up. Gamification without incentives did not significantly change physical activity.ClinicalTrials.gov Identifier: NCT03563027.
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
更新
PDF的下载单位、IP信息已删除 (2025-6-4)

科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
Song0558完成签到 ,获得积分20
17秒前
科研通AI2S应助科研通管家采纳,获得10
20秒前
lzx应助科研通管家采纳,获得100
20秒前
烟花应助科研通管家采纳,获得10
21秒前
科研通AI2S应助科研通管家采纳,获得10
21秒前
lzx应助科研通管家采纳,获得100
21秒前
瑞瑞完成签到 ,获得积分10
1分钟前
1分钟前
1分钟前
张泽崇发布了新的文献求助10
1分钟前
1分钟前
吴嘉俊完成签到 ,获得积分10
2分钟前
科研通AI2S应助科研通管家采纳,获得10
2分钟前
Jj7完成签到,获得积分10
2分钟前
3分钟前
SUnnnnn发布了新的文献求助10
3分钟前
SUnnnnn完成签到,获得积分20
3分钟前
krajicek完成签到,获得积分10
3分钟前
3分钟前
hgl完成签到,获得积分10
3分钟前
3分钟前
搜集达人应助科研通管家采纳,获得10
4分钟前
4分钟前
5分钟前
closer发布了新的文献求助10
5分钟前
张泽崇发布了新的文献求助10
6分钟前
6分钟前
自己发布了新的文献求助10
6分钟前
6分钟前
closer发布了新的文献求助10
6分钟前
传奇3应助自己采纳,获得10
7分钟前
closer完成签到,获得积分10
7分钟前
某某某完成签到,获得积分10
7分钟前
自己完成签到,获得积分10
7分钟前
7分钟前
8分钟前
8分钟前
lovelife发布了新的文献求助10
8分钟前
8分钟前
聪明的云完成签到 ,获得积分10
8分钟前
高分求助中
A new approach to the extrapolation of accelerated life test data 1000
Cognitive Neuroscience: The Biology of the Mind 1000
Technical Brochure TB 814: LPIT applications in HV gas insulated switchgear 1000
Immigrant Incorporation in East Asian Democracies 500
Nucleophilic substitution in azasydnone-modified dinitroanisoles 500
不知道标题是什么 500
A Preliminary Study on Correlation Between Independent Components of Facial Thermal Images and Subjective Assessment of Chronic Stress 500
热门求助领域 (近24小时)
化学 材料科学 医学 生物 工程类 有机化学 生物化学 物理 内科学 纳米技术 计算机科学 化学工程 复合材料 遗传学 基因 物理化学 催化作用 冶金 细胞生物学 免疫学
热门帖子
关注 科研通微信公众号,转发送积分 3965717
求助须知:如何正确求助?哪些是违规求助? 3510950
关于积分的说明 11155686
捐赠科研通 3245413
什么是DOI,文献DOI怎么找? 1792876
邀请新用户注册赠送积分活动 874181
科研通“疑难数据库(出版商)”最低求助积分说明 804216