Why the study?
The effectiveness of gamification-based feedback systems using non-monetary points to promote exercise in cardiovascular disease patients has not been fully evaluated.
Does a gamification program using non-monetary points increase daily step counts in patients with a history of heart failure or myocardial infarction?
Does a gamification program using non-monetary points increase daily step counts in patients with a history of heart failure or myocardial infarction?
Mean Difference: 1436 (95% CI 791–2081)
Absolute Event Rate: 6720% vs 5311%
p-value: p=<0.001
A gamification-based feedback system using non-monetary points effectively increases short-term daily step counts in patients with cardiovascular disease.
The effectiveness of gamification-based feedback systems that utilize non-monetary points to promote exercise among cardiovascular disease (CVD) patients has not been fully evaluated. This study aimed to evaluate the effectiveness of a gamification program using non-monetary points on the daily step counts in CVD patients. We collected 30 patients with a history of heart failure or myocardial infarction at a single tertiary center between January 9, 2023, and April 13, 2023. The primary outcome was the change in daily step counts. The baseline step counts were compared with those during the 4-week gamification and the 1-week follow-up period. A total of 29 participants with a mean age of 64.6 years were finally enrolled, and 8 (27.6%) were female. Among them, 23 (79.3%) had a history of old myocardial infarction, and 9 (31.0%) had a history of chronic heart failure. During the intervention period, the average daily step counts increased significantly from baseline in weeks 1-5 (week 1: 1165 steps; 95% CI, 319-2011; P = 0.009, week 2: 1508; 635-2382; P = 0.001, week 3: 1321; 646-1996; P < 0.001, week 4: 1436; 791-2081; P < 0.001, week 5:1148; 436-1860; P < 0.001). Higher body mass index was statistically associated with the smaller difference in step counts from the baseline, and the lower proportion of achievement of step count goals. Female sex was significantly associated with the higher proportion of achievement of step count goals. In conclusion, this pilot prospective interventional study demonstrated the effectiveness of gamification-based feedback systems that utilize non-monetary points to increase daily step counts in CVD patients.
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Suzuki et al. (2024) studied Cardiovascular disease (n=29). Gamification-based feedback system via smartphone application vs. Baseline step counts was evaluated on Change in daily step counts from baseline to week 4 (MD 1436, 95% CI 791-2081, p=<0.001).
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