Key result
Loss-framed gamification with social support increases daily steps by ~570 vs control without adjusted significance.
Why the study?
Most patients with CVD fail to achieve recommended physical activity levels, and the effectiveness of behavioral economics gamification strategies with different framing approaches and social support in older populations with CVD was unknown.
Does smartphone-based gain- or loss-framed gamification with or without social support improve daily step counts in patients with cardiovascular disease (heart failure or coronary artery disease)?
RCT (n=336)
Five-arm randomized
Does smartphone-based gain- or loss-framed gamification with or without social support improve daily step counts in patients with cardiovascular disease (heart failure or coronary artery disease)?
Smartphone-based loss-framed gamification combined with social support represents a promising, scalable behavioral strategy that increases daily step counts and goal achievement during post-intervention follow-up in patients with cardiovascular disease, though primary intervention period step increases did not meet Bonferroni-corrected significance.
Background Physical activity is crucial for the prevention of cardiovascular disease (CVD), yet most patients with CVD fail to achieve recommended activity levels. Gamification strategies by behavioral economics show promise for increasing physical activity, but their effectiveness in older populations with CVD remains unknown. The authors aimed to evaluate the efficacy of gamification, with different framing approaches (gain vs. loss) and social support, on physical activity among patients with CVD. Methods In this five-arm randomized controlled trial, adults with heart failure or coronary artery disease were assigned to control (Arm 1: n=70), loss-framed gamification (Arm 2: n=69), gain-framed gamification (Arm 3: n=64), loss-framed gamification with social support (Arm 4: n=67), or gain-framed gamification with social support (Arm 5: n=66). The smartphone-based intervention incorporated gamification elements (points, rankings, and daily feedback) for 6 weeks, followed by a 6-week follow-up. The primary outcome was the change in mean daily steps during the intervention; secondary outcomes included changes during follow-up and the proportion of goal-achieving days. Linear mixed models and generalized estimating equations were used to estimate treatment effects on step changes and goal achievement, respectively. Results A total of 336 patients (mean age 65 years; 22% female) were enrolled. During the intervention period, the largest increase in daily steps was observed in the loss-framed gamification with social support group (adjusted difference, +572.5 steps [95% CI, 97.2 to 1047.8]; p = 0.0182), although no arms met the conservative Bonferroni-corrected significance level (Figure, Table). During the follow-up period, loss-framed gamification with social support increased both daily steps (adjusted difference, +693.0 steps [209.6 to 1176.4]; p = 0.0050). Regarding goal achievement, goal-achieving days increased during the intervention in both loss-framed (adjusted risk difference, 0.109 [95% CI, 0.031 to 0.187]; p = 0.0059) and gain-framed (0.119 [0.040 to 0.199]; p = 0.0033) groups with social support. This effect was sustained during follow-up in the loss-framed with social support group (0.152 [0.067 to 0.237]; p = 0.0005). Conclusions Loss-framed gamification with social support increased physical activity among patients with CVD during the follow-up period, indicating sustained behavioral change. These findings suggest that smartphone-based gamification programs incorporating loss framing and social support represent a promising and scalable strategy for promoting sustained physical activity in this population.FigureTable
No takes yet. Share an insight, caveat, or question.
Suzuki et al. (2026) conducted an RCT in Cardiovascular disease (heart failure or coronary artery disease) (n=336). Smartphone-based gamification (gain- or loss-framed) with or without social support vs. Control was evaluated on Change in mean daily steps during the 6-week intervention period (MD +572.5 steps (loss-framed with social support vs control), 95% CI 97.2 to 1047.8, p=0.0182 (did not meet Bonferroni-corrected significance)). Loss-framed gamification with social support increased daily steps vs control (+572.5; 95% CI 97.2-1047.8; p=0.0182), though no arm met Bonferroni-corrected significance during the intervention.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: