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Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study
PURPOSE: Gamification, the use of game design elements in nongame contexts, in combination with insights from behavioral economics, has been applied increasingly to behavior change interventions. However, little is known about the effectiveness or scalability of this approach, especially in the long...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Lippincott Williams & Wilkins
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8677610/ https://www.ncbi.nlm.nih.gov/pubmed/34366420 http://dx.doi.org/10.1249/MSS.0000000000002770 |
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author | KAMADA, MASAMITSU HAYASHI, HANA SHIBA, KOICHIRO TAGURI, MASATAKA KONDO, NAOKI LEE, I-MIN KAWACHI, ICHIRO |
author_facet | KAMADA, MASAMITSU HAYASHI, HANA SHIBA, KOICHIRO TAGURI, MASATAKA KONDO, NAOKI LEE, I-MIN KAWACHI, ICHIRO |
author_sort | KAMADA, MASAMITSU |
collection | PubMed |
description | PURPOSE: Gamification, the use of game design elements in nongame contexts, in combination with insights from behavioral economics, has been applied increasingly to behavior change interventions. However, little is known about the effectiveness or scalability of this approach, especially in the long term. We tested a large-scale smartphone-based intervention to encourage physical activity among Japanese baseball fans using gamification techniques that leveraged fandom and interteam competition inherent in sports. METHODS: A quasi-experimental study was conducted among fans of the Japanese Pacific League. The app, Pa-League Walk, included gamification elements, such as competition between opposing teams’ fans based on total daily step counts on game days (>60,000 free downloads since March 2016). We analyzed daily steps of 20,052 app users, supplemented by online survey data of 274 users and 613 matched controls. Difference-in-differences estimators evaluated change in daily steps before and after app installation in users versus matched controls. RESULTS: Users’ daily steps increased by 574 (95% confidence interval, 83–1064) steps 3 months after installation, compared with controls. The increase was maintained for up to 9 months (559 (99–1018) more steps per day vs baseline), attenuating over a longer follow-up. Positive effect modification was found by high-frequency of the app use (P < 0.001) but not by other covariables (P ≥ 0.14) such as education or income. Days with 10,000-step achievement increased from 24.4% to 27.5% after the additional introduction of incentives (digital player photographs; P < 0.001). CONCLUSIONS: Using existing fandom and solidarity, the gamification app increased physical activity at scale among baseball fans, including people with lower socioeconomic status underrepresented in traditional health programs. |
format | Online Article Text |
id | pubmed-8677610 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Lippincott Williams & Wilkins |
record_format | MEDLINE/PubMed |
spelling | pubmed-86776102021-12-23 Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study KAMADA, MASAMITSU HAYASHI, HANA SHIBA, KOICHIRO TAGURI, MASATAKA KONDO, NAOKI LEE, I-MIN KAWACHI, ICHIRO Med Sci Sports Exerc Applied Sciences PURPOSE: Gamification, the use of game design elements in nongame contexts, in combination with insights from behavioral economics, has been applied increasingly to behavior change interventions. However, little is known about the effectiveness or scalability of this approach, especially in the long term. We tested a large-scale smartphone-based intervention to encourage physical activity among Japanese baseball fans using gamification techniques that leveraged fandom and interteam competition inherent in sports. METHODS: A quasi-experimental study was conducted among fans of the Japanese Pacific League. The app, Pa-League Walk, included gamification elements, such as competition between opposing teams’ fans based on total daily step counts on game days (>60,000 free downloads since March 2016). We analyzed daily steps of 20,052 app users, supplemented by online survey data of 274 users and 613 matched controls. Difference-in-differences estimators evaluated change in daily steps before and after app installation in users versus matched controls. RESULTS: Users’ daily steps increased by 574 (95% confidence interval, 83–1064) steps 3 months after installation, compared with controls. The increase was maintained for up to 9 months (559 (99–1018) more steps per day vs baseline), attenuating over a longer follow-up. Positive effect modification was found by high-frequency of the app use (P < 0.001) but not by other covariables (P ≥ 0.14) such as education or income. Days with 10,000-step achievement increased from 24.4% to 27.5% after the additional introduction of incentives (digital player photographs; P < 0.001). CONCLUSIONS: Using existing fandom and solidarity, the gamification app increased physical activity at scale among baseball fans, including people with lower socioeconomic status underrepresented in traditional health programs. Lippincott Williams & Wilkins 2022-01 2021-08-09 /pmc/articles/PMC8677610/ /pubmed/34366420 http://dx.doi.org/10.1249/MSS.0000000000002770 Text en Copyright © 2021 The Author(s). Published by Wolters Kluwer Health, Inc. on behalf of the American College of Sports Medicine. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND) (https://creativecommons.org/licenses/by-nc-nd/4.0/) , where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially without permission from the journal. |
spellingShingle | Applied Sciences KAMADA, MASAMITSU HAYASHI, HANA SHIBA, KOICHIRO TAGURI, MASATAKA KONDO, NAOKI LEE, I-MIN KAWACHI, ICHIRO Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title | Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title_full | Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title_fullStr | Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title_full_unstemmed | Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title_short | Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study |
title_sort | large-scale fandom-based gamification intervention to increase physical activity: a quasi-experimental study |
topic | Applied Sciences |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8677610/ https://www.ncbi.nlm.nih.gov/pubmed/34366420 http://dx.doi.org/10.1249/MSS.0000000000002770 |
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