Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
LanguageLanguage
-
SubjectSubject
-
Item TypeItem Type
-
DisciplineDiscipline
-
YearFrom:-To:
-
More FiltersMore FiltersIs Peer Reviewed
Done
Filters
Reset
2
result(s) for
"e/mHealth"
Sort by:
Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot
2023
Background
The use of health technologies and gamification to promote physical activity has increasingly been examined, representing an opportunistic method for harnessing social support inherent within existing social ties. However, these prior studies have yielded mixed findings and lacked long-term follow-up periods. Thus, a pilot cluster randomized controlled trial was conducted to gauge the feasibility and preliminary efficacy of a digital gamification-based physical activity promotion approach among teams of insufficiently active adults with existing social ties.
Methods
Teams (
N
= 24; 116 total participants) were randomized to either a 12-week intervention (Fitbit, step goals, app, feedback; TECH) or the same program plus gamification (TECH + Gamification). Mixed effects models were used to compare group differences in treatment adherence, and changes in social support, steps, and moderate-to-vigorous physical activity at 12 weeks and 52 weeks from baseline, adjusted for sociodemographic characteristics and team size.
Results
TECH had a lower mean number of days of Fitbit self-monitoring versus TECH + Gamification during the intervention (adjusted difference: -.30; 95% CI, -.54 to -.07;
P
= .01). Post-intervention, TECH had 47% lower odds of self-monitoring 7 days per week versus TECH + Gamification (.53; 95% CI, .31 to .89;
P
= .02). No differences were observed between TECH + Gamification and TECH in increases in social support (0.04; 95% CI, -.21 to .29;
P
= .76), ActiGraph-measured daily steps (-425; 95% CI, -1065 to 215;
P
= .19), or moderate-to-vigorous physical activity minutes (-3.36; 95% CI, -8.62 to 1.91;
P
= .21) from baseline to 12 weeks or in the regression of these improvements by 1 year (
Ps
> .05). Although not significant in the adjusted models (
Ps
> .05), clinically meaningful differences in Fitbit-measured daily steps (TECH, 7041 ± 2520; TECH + Gamification, 7988 ± 2707) and active minutes (TECH, 29.90 ± 29.76; TECH + Gamification, 36.38 ± 29.83) were found during the intervention.
Conclusions
A gamified physical activity intervention targeting teams of adults with existing social ties was feasible and facilitated favorable, clinically meaningful additive physical activity effects while in place but did not drive enhanced, long-term physical activity participation. Future investigations should explore optimal team dynamics and more direct ways of leveraging social support (training teams; gamifying social support).
Trial registration
Clinicaltrials.gov (
NCT03509129
, April 26, 2018).
Journal Article
Digital Medicine: Health Care in the Internet Era
2009,2010
Information technology has dramatically changed our lives in areas ranging from commerce and entertainment to voting. Now, policy advocates and government officials hope to bring the benefits of enhanced information technology to health care. Already, consumers can access a tremendous amount of medical information online. Some physicians encourage patients to use email or web messaging to manage simple medical issues. Increasingly, health care products can be purchased electronically.Yet the promise of e-health remains largely unfulfilled.