A smartphone-based gamification intervention significantly increased physical activity among patients with coronary heart disease over 12 weeks, with a mean daily step difference of 988 compared to control.
RCT (n=108)
Single-blind
Randomly assigned to three groups (control, individual, team)
No
Does a smartphone-based gamification intervention increase physical activity participation in patients with coronary heart disease?
A smartphone-based gamification intervention significantly increased daily step counts and motivation in patients with coronary heart disease, with effects maintained at 24 weeks.
Effect estimate: Difference 988 (95% CI 259-1717)
p-value: p=<0.01
INTRODUCTION: Despite proven benefits, patients with coronary heart disease (CHD) typically fail to participate in sufficient physical activity (PA). Effective interventions should be implemented to help patients maintain a healthy lifestyle and modify their present behavior. Gamification is the use of game design features (such as points, leaderboards, and progress bars) to improve motivation and engagement. It shows the potential for encouraging patients to engage in PA. However, empirical evidence on the efficacy of such interventions among patients with CHD is still emerging. PURPOSE: The aim of the study is to explore whether a smartphone-based gamification intervention could increase PA participation and other physical and psychological outcomes in CHD patients. METHODS: Participants with CHD were randomly assigned to three groups (control group, individual group, and team group). The individual and team groups received gamified behavior intervention based on behavioral economics. The team group combined gamified intervention with social interaction. The intervention lasted for 12 weeks, and the follow-up was12 weeks. The primary outcomes included the change in daily steps and the proportion of patient days that step goals were achieved. The secondary outcomes included competence, autonomy, relatedness, and autonomous motivation. RESULTS: < 0.01). There are also significant differences in competence, autonomous motivation, body mass index (BMI), and waist circumference in 12 weeks between the control group and individual group. For the team group, gamification intervention with collaboration didn't result in significant increases in PA. But patients in this group had a significant increase in competence, relatedness, and autonomous motivation. CONCLUSION: A smartphone-based gamification intervention was proven to be an effective way to increase motivation and PA engagement, with a substantial maintenance impact (Chinese Clinical Trial Registry Identifier: ChiCTR2100044879).
Xu et al. (Thu,) conducted a rct in Coronary heart disease (n=108). Smartphone-based gamification intervention (individual and team groups) vs. Control group (daily step goal setting only) was evaluated on Change in mean daily steps from baseline during the 12-week intervention (Difference 988, 95% CI 259-1717, p=<0.01). A smartphone-based gamification intervention significantly increased physical activity among patients with coronary heart disease over 12 weeks, with a mean daily step difference of 988 compared to control.