作者: Mitesh S. Patel , Dylan S. Small , Joseph D. Harrison , Michael P. Fortunato , Ai Leen Oon
DOI: 10.1001/JAMAINTERNMED.2019.3505
关键词:
摘要: Importance Gamification, the use of game design elements in nongame contexts, is increasingly being used workplace wellness programs and digital health applications. However, best way to social incentives gamification interventions has not been well examined. Objective To assess effectiveness support, collaboration, competition within a behaviorally designed intervention increase physical activity among overweight obese adults. Design, Setting, Participants This 36-week randomized clinical trial with 24-week 12-week follow-up assessed 602 adults from 40 states body mass indexes (calculated as weight kilograms divided by height meters squared) 25 or higher February 12, 2018, March 17, 2019. Interventions wearable device track daily steps, established baseline, selected step goal increase, were randomly assigned control (n = 151) 1 3 (support [n = 151], collaboration [n = 150], [n = 150]), remotely monitored. The group received feedback but no other for 36 weeks. arms entered into using insights behavioral economics points levels achieving goals. No occurred during follow-up. Main Outcomes Measures primary outcome was change mean steps baseline through period. Results A total participants (mean [SD] age, 39 [10] years; index, 30 [5]; 427 [70.9%] male) included study. Compared controls, had significantly greater arm (adjusted difference, 920; 95% CI, 513-1328;P Conclusions Relevance All increased intervention, most effective. Physical lower all only remained than arm. Trial Registration ClinicalTrials.gov identifier:NCT03311230