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Maintenance of behaviour change following a community-wide gamification based physical activity intervention
Gamification refers to the use of game mechanics (e.g. competition, point scoring, progress visualisation and task setting) to engage and motivate people to achieve an end goal. Public health programs that incorporate gamification-based approaches which aim to improve the public's health have g...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6260258/ https://www.ncbi.nlm.nih.gov/pubmed/30510892 http://dx.doi.org/10.1016/j.pmedr.2018.11.009 |
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author | Harris, Marc Ashley |
author_facet | Harris, Marc Ashley |
author_sort | Harris, Marc Ashley |
collection | PubMed |
description | Gamification refers to the use of game mechanics (e.g. competition, point scoring, progress visualisation and task setting) to engage and motivate people to achieve an end goal. Public health programs that incorporate gamification-based approaches which aim to improve the public's health have grown in popularity, however most commonplace are individualistic, smartphone-based applications and few studies have been conducted on community-wide interventions. Furthermore, the few studies which have been conducted have relied on small sample sizes with short-term follow-up. In view of this gap in current understanding, this study explored the impact of a community-wide gamified intervention, called ‘Beat the Street’ (in Reading UK) on levels of physical activity at 1 and 2-years post-intervention (between 2014 and 2016). Data were available for N = 1567 participants at one-year post-intervention and N = 723 participants at 2-years post-intervention. A Pretest-Posttest analysis revealed a 11% and 13% decrease in levels of inactivity at 1 and 2-years post-intervention respectively. Furthermore, participants who were inactive at baseline reported undertaking 3.4 and 3.8 days of activity at 1 and 2-years post-intervention, respectively. These findings provide promising preliminary evidence that gamification may be effective for decreasing physical inactivity and game-design mechanisms which may support behaviour change are discussed. |
format | Online Article Text |
id | pubmed-6260258 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Elsevier |
record_format | MEDLINE/PubMed |
spelling | pubmed-62602582018-12-03 Maintenance of behaviour change following a community-wide gamification based physical activity intervention Harris, Marc Ashley Prev Med Rep Regular Article Gamification refers to the use of game mechanics (e.g. competition, point scoring, progress visualisation and task setting) to engage and motivate people to achieve an end goal. Public health programs that incorporate gamification-based approaches which aim to improve the public's health have grown in popularity, however most commonplace are individualistic, smartphone-based applications and few studies have been conducted on community-wide interventions. Furthermore, the few studies which have been conducted have relied on small sample sizes with short-term follow-up. In view of this gap in current understanding, this study explored the impact of a community-wide gamified intervention, called ‘Beat the Street’ (in Reading UK) on levels of physical activity at 1 and 2-years post-intervention (between 2014 and 2016). Data were available for N = 1567 participants at one-year post-intervention and N = 723 participants at 2-years post-intervention. A Pretest-Posttest analysis revealed a 11% and 13% decrease in levels of inactivity at 1 and 2-years post-intervention respectively. Furthermore, participants who were inactive at baseline reported undertaking 3.4 and 3.8 days of activity at 1 and 2-years post-intervention, respectively. These findings provide promising preliminary evidence that gamification may be effective for decreasing physical inactivity and game-design mechanisms which may support behaviour change are discussed. Elsevier 2018-11-13 /pmc/articles/PMC6260258/ /pubmed/30510892 http://dx.doi.org/10.1016/j.pmedr.2018.11.009 Text en © 2018 The Author http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). |
spellingShingle | Regular Article Harris, Marc Ashley Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title | Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title_full | Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title_fullStr | Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title_full_unstemmed | Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title_short | Maintenance of behaviour change following a community-wide gamification based physical activity intervention |
title_sort | maintenance of behaviour change following a community-wide gamification based physical activity intervention |
topic | Regular Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6260258/ https://www.ncbi.nlm.nih.gov/pubmed/30510892 http://dx.doi.org/10.1016/j.pmedr.2018.11.009 |
work_keys_str_mv | AT harrismarcashley maintenanceofbehaviourchangefollowingacommunitywidegamificationbasedphysicalactivityintervention |