Literature DB >> 29672165

Beat the Street: A Pilot Evaluation of a Community-Wide Gamification-Based Physical Activity Intervention.

Marc Ashley Harris1.   

Abstract

OBJECTIVE: There is a plethora of published research reporting the wealth and breadth of biopsychosocial benefits of physical activity; however, a recent Cochrane systematic review concluded insufficient evidence for current population level physical activity interventions, citing scalability as a major contributory factor, with many of the interventions failing to reach a substantial proportion of the community. The current study aimed to conduct a pilot evaluation of a technology-enabled, gamification-based intervention called Beat the Street and sought to examine the impact of the Beat the Street intervention on self-reported physical activity.
METHODS: In total, n = 329 people completed the International Physical Activity Questionnaire Short Form (I-PAQ-SF) in full at baseline (before the intervention) and follow-up (immediately following the 7-week intervention).
RESULTS: Overall, participants increased their weekly walking by +180 minutes per week (P < 0.001) and their weekly physical activity by +335 minutes per week (P < 0001). Vigorous activity increased by +48 minutes per week (P = 0.004) and moderate activity increased by +60 minutes per week (P < 0.001).
CONCLUSION: The findings provide preliminary evidence that the Beat the Street intervention may be a promising approach to increasing physical activity at a community-wide level and warrants further investigation.

Entities:  

Keywords:  Community-wide interventions; Gamification; Physical activity

Mesh:

Year:  2018        PMID: 29672165     DOI: 10.1089/g4h.2017.0179

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

1.  The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.

Authors:  Jose Mora-Gonzalez; Isaac J Pérez-López; Manuel Delgado-Fernández
Journal:  Games Health J       Date:  2019-09-23

2.  Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention.

Authors:  Marc Ashley Harris; Diane Crone
Journal:  PLoS One       Date:  2020-06-26       Impact factor: 3.240

3.  Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China.

Authors:  Dandan Mo; Mi Xiang; Mengyun Luo; Yuanyuan Dong; Yue Fang; Shunxing Zhang; Zhiruo Zhang; Huigang Liang
Journal:  Int J Environ Res Public Health       Date:  2019-03-08       Impact factor: 3.390

4.  Creating a social movement to engage communities in physical activity: A mixed methods study of motivations to engagement.

Authors:  Marc Harris; Diane Crone; Samantha Hughes; William Bird
Journal:  PLoS One       Date:  2022-02-10       Impact factor: 3.240

5.  A Reusable Multiplayer Game for Promoting Active School Transport: Development Study.

Authors:  Teemu H Laine; Nhi Duong; Helena Lindvall; Solomon Sunday Oyelere; Stina Rutberg; Anna-Karin Lindqvist
Journal:  JMIR Serious Games       Date:  2022-03-14       Impact factor: 3.364

  5 in total

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