IMPORTANCE Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans.OBJECTIVE To test the effectiveness of gamification with social support, with and without a lossframed financial incentive, to increase physical activity among veterans classified as having overweight and obesity.
DESIGN, SETTING, AND PARTICIPANTSThis 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period. Participants included veterans with a body mass index greater than or equal to 25 who were receiving care from a single site in Philadelphia,