Literature DB >> 31959326

A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.

Sarah M Edney1, Tim S Olds2, Jillian C Ryan3, Corneel Vandelanotte4, Ronald C Plotnikoff5, Rachel G Curtis2, Carol A Maher2.   

Abstract

INTRODUCTION: Appealing approaches to increasing physical activity levels are needed. This study evaluated whether a social and gamified smartphone app (Active Team) could be one such approach. STUDY
DESIGN: A 3-group cluster RCT compared the efficacy of Active Team with a basic self-monitoring app and waitlist control group. SETTING/PARTICIPANTS: Australian adults (N=444, mean age of 41 years, 74% female) were recruited in teams (n=121) and randomly assigned (1:1:1) to the Active Team (n=141, 39 teams), self-monitoring app (n=160, 42 teams), or waitlist group (n=143, 40 teams). Data were collected in 2016-2017, and analysis was conducted in 2018-2019. INTERVENTION: Active Team is a 100-day app-based, gamified, online social networking physical activity intervention. MAIN OUTCOME MEASURES: The primary outcome was change in objective physical activity from baseline to 3-month follow-up. Secondary outcomes included objective physical activity at 9 months and self-reported physical activity, quality of life, depression, anxiety and stress, well-being, and engagement.
RESULTS: Mixed models indicated no significant differences in objective physical activity between groups at 3 (F=0.17, p=0.84; Cohen's d=0.03, 95% CI= -0.21, 0.26) or 9 months (F=0.23, p=0.92; d=0.06, 95% CI= -0.17, 0.29) and no significant differences for secondary outcomes of quality of life, depression, anxiety and stress, or well-being. Self-reported moderate-to-vigorous physical activity was significantly higher in the Active Team group at the 9-month follow-up (F=3.05, p=0.02; d=0.50, 95% CI=0.26, 0.73). Engagement was high; the Active Team group logged steps on an average of 72 (SD=35) days and used the social and gamified features an average of 89 (SD=118) times.
CONCLUSIONS: A gamified, online social networking physical activity intervention did not change objective moderate-to-vigorous physical activity, though it did increase self-reported moderate-to-vigorous physical activity and achieve high levels of engagement. Future work is needed to understand if gamification, online social networks, and app-based approaches can be leveraged to achieve positive behavior change. TRIAL REGISTRATION: This study is registered at Australian and New Zealand Clinical Trial Registry (protocol: ANZCTR12617000113358).
Copyright © 2019 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Year:  2020        PMID: 31959326     DOI: 10.1016/j.amepre.2019.09.009

Source DB:  PubMed          Journal:  Am J Prev Med        ISSN: 0749-3797            Impact factor:   5.043


  11 in total

1.  A Web-Based Health Application to Translate Nutrition Therapy for Cardiovascular Risk Reduction in Primary Care (PortfolioDiet.app): Quality Improvement and Usability Testing Study.

Authors:  Meaghan E Kavanagh; Laura Chiavaroli; Andrea J Glenn; Genevieve Heijmans; Shannan M Grant; Chi-Ming Chow; Robert G Josse; Vasanti S Malik; William Watson; Aisha Lofters; Candice Holmes; Julia Rackal; Kristie Srichaikul; Diana Sherifali; Erna Snelgrove-Clarke; Jacob A Udell; Peter Juni; Gillian L Booth; Michael E Farkouh; Lawrence A Leiter; Cyril W C Kendall; David J A Jenkins; John L Sievenpiper
Journal:  JMIR Hum Factors       Date:  2022-04-21

Review 2.  Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review.

Authors:  Robert Jakob; Samira Harperink; Aaron Maria Rudolf; Elgar Fleisch; Severin Haug; Jacqueline Louise Mair; Alicia Salamanca-Sanabria; Tobias Kowatsch
Journal:  J Med Internet Res       Date:  2022-05-25       Impact factor: 7.076

3.  Quality of Physical Activity Apps: Systematic Search in App Stores and Content Analysis.

Authors:  Sarah Paganini; Yannik Terhorst; Lasse Bosse Sander; Selma Catic; Sümeyye Balci; Ann-Marie Küchler; Dana Schultchen; Katrin Plaumann; Sarah Sturmbauer; Lena Violetta Krämer; Jiaxi Lin; Ramona Wurst; Rüdiger Pryss; Harald Baumeister; Eva-Maria Messner
Journal:  JMIR Mhealth Uhealth       Date:  2021-06-09       Impact factor: 4.773

4.  Behavioural interventions delivered through interactive social media for health behaviour change, health outcomes, and health equity in the adult population.

Authors:  Jennifer Petkovic; Stephanie Duench; Jessica Trawin; Omar Dewidar; Jordi Pardo Pardo; Rosiane Simeon; Marie DesMeules; Diane Gagnon; Janet Hatcher Roberts; Alomgir Hossain; Kevin Pottie; Tamara Rader; Peter Tugwell; Manosila Yoganathan; Justin Presseau; Vivian Welch
Journal:  Cochrane Database Syst Rev       Date:  2021-05-31

5.  A Co-Designed Active Video Game for Physical Activity Promotion in People With Chronic Obstructive Pulmonary Disease: Pilot Trial.

Authors:  Joshua Simmich; Allison Mandrusiak; Stuart Trevor Smith; Nicole Hartley; Trevor Glen Russell
Journal:  JMIR Serious Games       Date:  2021-01-27       Impact factor: 4.143

6.  Examining social-cognitive theory constructs as mediators of behaviour change in the active team smartphone physical activity program: a mediation analysis.

Authors:  Amelia V Romeo; Sarah M Edney; Ronald C Plotnikoff; Tim Olds; Corneel Vandelanotte; Jillian Ryan; Rachel Curtis; Carol A Maher
Journal:  BMC Public Health       Date:  2021-01-07       Impact factor: 3.295

Review 7.  Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Alexandre Mazeas; Martine Duclos; Bruno Pereira; Aïna Chalabaev
Journal:  J Med Internet Res       Date:  2022-01-04       Impact factor: 5.428

8.  Effectiveness of a Lifestyle Modification Program Delivered under Real-World Conditions in a Rural Setting.

Authors:  Cally Jennings; Elsie Patterson; Rachel G Curtis; Anna Mazzacano; Carol A Maher
Journal:  Nutrients       Date:  2021-11-12       Impact factor: 5.717

Review 9.  Effectiveness of Social Media-Based Interventions for the Promotion of Physical Activity: Scoping Review.

Authors:  Liane Günther; Sarah Schleberger; Claudia R Pischke
Journal:  Int J Environ Res Public Health       Date:  2021-12-10       Impact factor: 3.390

Review 10.  The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.

Authors:  Linqi Xu; Hongyu Shi; Meidi Shen; Yuanyuan Ni; Xin Zhang; Yue Pang; Tianzhuo Yu; Xiaoqian Lian; Tianyue Yu; Xige Yang; Feng Li
Journal:  JMIR Mhealth Uhealth       Date:  2022-02-03       Impact factor: 4.773

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