| Literature DB >> 30510892 |
Abstract
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.Entities:
Keywords: Community; Gamification; Intervention; Physical activity; Technology
Year: 2018 PMID: 30510892 PMCID: PMC6260258 DOI: 10.1016/j.pmedr.2018.11.009
Source DB: PubMed Journal: Prev Med Rep ISSN: 2211-3355
Sample characteristics.
| Sample characteristics | 1 year post | 2 year post |
|---|---|---|
| Age group, n (%) | ||
| 18 years or under | 721 (46%) | 301 (42%) |
| 19–29 years | 40 (3%) | 11 (2%) |
| 30–39 years | 146 (9%) | 79 (11%) |
| 40–49 years | 403 (26%) | 209 (29%) |
| 50–59 years | 158 (10%) | 78 (11%) |
| 60–69 years | 65 (4%) | 30 (4%) |
| 70–79 years | 30 (2%) | 12 (2%) |
| 80+ years | 4 (<1%) | 2 (<1%) |
| Female, n (%) | 969 (62%) | 432 (60%) |
| Long-term medical condition, n (%) | ||
| Yes | 205 (13%) | 120 (17%) |
| Baseline activity, n (%) | ||
| Inactive | 367 (23%) | 127 (18%) |
| Achieving 150 min | 598 (38%) | 271 (38%) |
| Beat Box activity, n | ||
| Total taps by overall sample | 96,231 | 58,619 |
| Total taps by inactive participants at baseline | 13,307 | 7334 |
| Average taps by overall sample | 61 | 81 |
| Average taps by inactive sample | 48 | 58 |
Fig. 1Proportion of participants reporting being inactive 1 and 2-year post-intervention (Beat the Street, Reading UK, 2014–2016).
* = statistically significant at p < 0.0001.
Fig. 2Proportion of participants meeting World Health Organisation guidelines for physical activity 1 and 2-year post-intervention (Beat the Street, Reading UK, 2014–2016).
* = statistically significant at p < 0.0001.