2019
DOI: 10.1177/0890117118823165
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The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years

Abstract: Purpose: To evaluate the results of a workplace wellness program that incorporates gamification principles. Design: In this prospective cohort study, the participation rate and observed health outcomes were evaluated after approximately 2 years. Setting and participants: All permanent employees (n = 775) of a national company located in Canada were eligible to participate. Intervention: The wellness program included web-based challenges (team or individual) incorporating gamification strategies to improve exer… Show more

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Cited by 27 publications
(22 citation statements)
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“…It was notable that within the program completer group, we again found no particular importance imbued with the 10,000-step goal itself. This replicates our previous findings of a similar intervention over a 100-day period (Hallam et al, 2018 ) and a large 1-year follow-up trial in health workers (Lowensteyn et al, 2019 ). While these findings prove interesting, caution is recommended in abandoning the 10,000-step goal.…”
Section: Discussionsupporting
confidence: 91%
“…It was notable that within the program completer group, we again found no particular importance imbued with the 10,000-step goal itself. This replicates our previous findings of a similar intervention over a 100-day period (Hallam et al, 2018 ) and a large 1-year follow-up trial in health workers (Lowensteyn et al, 2019 ). While these findings prove interesting, caution is recommended in abandoning the 10,000-step goal.…”
Section: Discussionsupporting
confidence: 91%
“…Other important stakeholders were CEOs, line managers, supervisors, heads of departments and employees. This, therefore, affirms our findings on the important stakeholders in talent management and wellness (Crowley-Henry et al, 2019;Danna & Griffin, 1999;Lowensteyn et al, 2019;Nthebe, Barkhuizen, & Schutte, 2016;Warehime et al, 2019;Rothmans, 2013…”
Section: Discussionsupporting
confidence: 87%
“…In the controlled studies, only 3 (3/8, 38%) [ 43 , 51 , 53 ] reported that the difference between the intervention and control groups was statistically significant. However, for the single-group studies, most of the studies (6/8, 75%) [ 30 , 44 , 49 , 59 , 62 , 72 ] demonstrated that the time spent in PA significantly increased after the gamification intervention. Only the study by Villasana et al [ 69 ] reported no trend toward improvement; the pre–post difference was not significant after the gamification intervention, and the study used just 1 game element (challenge) and did not use any theory ( Multimedia Appendix 4 ).…”
Section: Resultsmentioning
confidence: 99%