2017
DOI: 10.1001/jamainternmed.2017.3458
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Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families

Abstract: IMPORTANCE Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited.OBJECTIVE To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity. DESIGN, SETTING, AND PARTICIPANTSThe Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinica… Show more

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Cited by 193 publications
(291 citation statements)
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References 44 publications
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“…Although participant retention remains a challenge, previous studies have attempted to mitigate attrition through gamification, providing detailed user feedback and direct user incentives. 26 We attempted to gamify the app by allowing users to earn achievement badges while they progressed through the different phases of coaching. Future studies should aim to assess the retention impact of these and other approaches to gamification and user feedback.…”
Section: Discussionmentioning
confidence: 99%
“…Although participant retention remains a challenge, previous studies have attempted to mitigate attrition through gamification, providing detailed user feedback and direct user incentives. 26 We attempted to gamify the app by allowing users to earn achievement badges while they progressed through the different phases of coaching. Future studies should aim to assess the retention impact of these and other approaches to gamification and user feedback.…”
Section: Discussionmentioning
confidence: 99%
“…During this run‐in period, we estimated a baseline step count using the second week of data—a method used in previous work 25. The first week of data was ignored to diminish the potential upward bias of the estimate from higher activity during initial device use.…”
Section: Methodsmentioning
confidence: 99%
“…For the prespecified main analysis, we used multiple imputation for data that were missing and step values less than 1000. We have used this method in previous work17, 18, 19, 25 and in this study because evidence indicates that step values less than 1000 may not represent accurate data capture 26, 27. Five imputations were conducted using the mice package in R (R Foundation for Statistical Computing, Vienna, Austria), which allows for patient random effects with this data structure 37.…”
Section: Methodsmentioning
confidence: 99%
“…These wearable technologies aim to improve physical performance and form positive exercise and diet habits through digital persuasion. Such wearable devices may offer social influencing or gamification of the exercise through creating challenges as well as virtual rewards to improve physical performance . Worldwide market of wearable device sales has reached 125 million units in 2016, indicating a 55% increase as compared to 2015; and the sales are estimated to reach 237 million devices by 2020 ( Figure a) .…”
Section: Wearables Marketmentioning
confidence: 99%