2014
DOI: 10.1155/2014/746232
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Increasing Physical Activity Efficiently: An Experimental Pilot Study of a Website and Mobile Phone Intervention

Abstract: The main objective of this pilot study was to test the effectiveness of an online, interactive physical activity intervention that also incorporated gaming components. The intervention design included an activity planner, progress monitoring, and gamification components and used SMS text as a secondary delivery channel and feedback to improve engagement in the intervention content. Healthy adults (n = 21) recruited through ads in local newspapers (age 35–73) were randomized to the intervention or the control c… Show more

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Cited by 47 publications
(38 citation statements)
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“…At the same time, there is a growing concern about the negative effects of games on people's health, especially by reducing physical activity. However, this study shows that certain types of games can, in fact, increase a user's physical activity by incorporating physical activity into game play as the mobile phone intervention leads to increase in physical activity [70]. This suggests that games can contribute to an individual's health and reverse the negative effects of game play.…”
Section: Discussionmentioning
confidence: 81%
“…At the same time, there is a growing concern about the negative effects of games on people's health, especially by reducing physical activity. However, this study shows that certain types of games can, in fact, increase a user's physical activity by incorporating physical activity into game play as the mobile phone intervention leads to increase in physical activity [70]. This suggests that games can contribute to an individual's health and reverse the negative effects of game play.…”
Section: Discussionmentioning
confidence: 81%
“…For instance, a study showed that young adult users of a gamification-based application (app) significantly enhanced physical activities compared with themselves when they exercised alone by up to 15% [27]. In another study in which a gaming electronic tool was used as an interactive PA intervention, a significant difference was found between the time in minutes of PA performed by adults belonging to the IG (i.e., use of gaming tool) with respect to the CG [28].…”
Section: Discussionmentioning
confidence: 99%
“…These studies had distinctive points in their interventions; Chen et al () facilitated the study participants to monitor their daily activity levels, whereas Thompson et al () used goal prompt text messaging developed in partnership with adolescents. Previous research suggested the importance of theoretical framework (Kinnafick, Thogersen‐Ntoumani, & Duda, ) or the incorporation of entertaining components, such as games, when targeting adolescents (Thorsteinsen, Vittersø, & Svendsen, ). Thus, further investigation is recommended to consider and incorporate diverse components that best induce the physical activity of adolescents through mobile phone intervention.…”
Section: Discussionmentioning
confidence: 99%