Evaluating the Carrot Rewards App, a Population-Level Incentive-Based Intervention Promoting Step Counts Across Two Canadian Provinces: Quasi-Experimental Study
Abstract:BackgroundThe Carrot Rewards app was developed as part of an innovative public-private partnership to reward Canadians with loyalty points, exchangeable for retail goods, travel rewards, and groceries for engaging in healthy behaviors such as walking.ObjectiveThis study examined whether a multicomponent intervention including goal setting, graded tasks, biofeedback, and very small incentives tied to daily step goal achievement (assessed by built-in smartphone accelerometers) could increase physical activity in… Show more
“…1) provided very small incentives for individualized daily step goal achievements. A three-month "Steps" evaluation was published in 2018 [30]. In this quasi-experimental study of users living in two Canadian provinces, Mitchell et al (2018) found average daily step count increased by 5% between baseline and the three-month assessment (115.70 steps; P < .001).…”
Section: Introductionmentioning
confidence: 99%
“…A three-month "Steps" evaluation was published in 2018 [30]. In this quasi-experimental study of users living in two Canadian provinces, Mitchell et al (2018) found average daily step count increased by 5% between baseline and the three-month assessment (115.70 steps; P < .001). A more pronounced 32% increase was observed among highly engaged, physically inactive users (1224.66 steps; P < .001).…”
Background: Top tier commercial physical activity apps rarely undergo peer-reviewed evaluation. Even fewer are assessed beyond six months, the theoretical threshold for behaviour maintenance. The purpose of this study was to examine whether a multi-component commercial app rewarding users with digital incentives for walking was associated with an increase in physical activity over one year. Methods: This 12-month quasi-experimental study was conducted in two Canadian provinces (n = 39,113 participants). Following a two-week baseline period, participants earned digital incentives ($0.04 CAD/day) every day they reached a personalized daily step goal. Mixed-effects models estimated changes in weekly mean daily step count between the baseline period and the last two recorded weeks. Models were fit for several engagement groups and separately by baseline physical activity status within engagement groups. Results: Nearly half of participants (43%) were categorized as physically inactive at baseline (fewer than 5000 daily steps), and 60% engaged with the app for at least six months ['Regular' (24-51 weeks of step data) or 'Committed' subgroups (52 weeks)]. Weekly mean daily step count increased for physically inactive users regardless of engagement status (P < .0001). The increase was largest for 'Regular' and 'Committed' participants-1215 and 1821 steps/day, respectively. For physically active participants, step count increases were only observed in the 'Committed' subgroup (P < .0001). Effect sizes were modest-to-medium depending on the subgroup analyzed. Conclusions: A commercial app providing small but immediate digital incentives for individualized goals was associated with an increased weekly mean daily step count on a population-scale over one year. This effect was more evident for physically inactive and more engaged participants.
“…1) provided very small incentives for individualized daily step goal achievements. A three-month "Steps" evaluation was published in 2018 [30]. In this quasi-experimental study of users living in two Canadian provinces, Mitchell et al (2018) found average daily step count increased by 5% between baseline and the three-month assessment (115.70 steps; P < .001).…”
Section: Introductionmentioning
confidence: 99%
“…A three-month "Steps" evaluation was published in 2018 [30]. In this quasi-experimental study of users living in two Canadian provinces, Mitchell et al (2018) found average daily step count increased by 5% between baseline and the three-month assessment (115.70 steps; P < .001). A more pronounced 32% increase was observed among highly engaged, physically inactive users (1224.66 steps; P < .001).…”
Background: Top tier commercial physical activity apps rarely undergo peer-reviewed evaluation. Even fewer are assessed beyond six months, the theoretical threshold for behaviour maintenance. The purpose of this study was to examine whether a multi-component commercial app rewarding users with digital incentives for walking was associated with an increase in physical activity over one year. Methods: This 12-month quasi-experimental study was conducted in two Canadian provinces (n = 39,113 participants). Following a two-week baseline period, participants earned digital incentives ($0.04 CAD/day) every day they reached a personalized daily step goal. Mixed-effects models estimated changes in weekly mean daily step count between the baseline period and the last two recorded weeks. Models were fit for several engagement groups and separately by baseline physical activity status within engagement groups. Results: Nearly half of participants (43%) were categorized as physically inactive at baseline (fewer than 5000 daily steps), and 60% engaged with the app for at least six months ['Regular' (24-51 weeks of step data) or 'Committed' subgroups (52 weeks)]. Weekly mean daily step count increased for physically inactive users regardless of engagement status (P < .0001). The increase was largest for 'Regular' and 'Committed' participants-1215 and 1821 steps/day, respectively. For physically active participants, step count increases were only observed in the 'Committed' subgroup (P < .0001). Effect sizes were modest-to-medium depending on the subgroup analyzed. Conclusions: A commercial app providing small but immediate digital incentives for individualized goals was associated with an increased weekly mean daily step count on a population-scale over one year. This effect was more evident for physically inactive and more engaged participants.
“…This aligns with a growing but still limited (to a small number of RCTs) evidence base suggesting that app exposure is paramount and that greater engagement may produce greater effects. [10][11][12]32 Limitations This study was not without limitations. The quasi-experimental design, for instance, makes it di cult to conclude with con dence that the Carrot Rewards STC feature caused an increase in PA. To increase internal validity in this real-world public health intervention context, we matched experimental participants with similar controls, used three main analytic approaches to address our primary objective and conducted two sensitivity analyses.…”
Section: Discussionmentioning
confidence: 93%
“…50 With nearly half of the Carrot Rewards users in general accumulating less than 5,000 steps per day, a mere 500 to 1,000 step increase from baseline values could have broad implications. 12 In fact, a recent 12 month analysis of the Carrot Rewards app suggests approximately 100,000 Canadians (or 0.3% of the Canadian population) moved up from the "physically inactive" category to the "moderately active" (5,000 to 7,500 steps per day). 34 Similar studies…”
Section: Discussionmentioning
confidence: 99%
“…33 One of the stated objectives of the initiative was to conduct rigorous evaluations of the app intervention, including the impact of new features. 12,34 In March 2018, Carrot Rewards launched a new social feature called 'Step Together Challenges' (STCs) to complement their existing walking program (called 'Steps') where individualized daily step goal achievements were rewarded with very small incentives ($0.04 CAD per day). STCs allowed users to invite a friend from their existing social network to participate in a collaborative walking challenge for bonus incentives ($0.40 CAD per week).…”
Background
Mobile health applications (mHealth apps) targeting physical inactivity have increased in popularity yet are usually limited by low engagement. This study examined the impact of adding team-based incentives (Step Together Challenges, STCs) to an existing mHealth app (Carrot Rewards) that rewarded individual physical activity achievements.
Methods
A 24-week quasi-experimental study (retrospective matched pairs design) was conducted in three Canadian provinces (pre-intervention: weeks 1–12; intervention: weeks 13–24). Participants who used Carrot Rewards and STCs (experimental group) were matched with those who used Carrot Rewards only (controls) on age, gender, province and baseline mean daily step count (± 500 steps/d). Carrot Rewards users earned individual-level incentives (worth $0.04 CAD) each day they reached a personalized daily step goal. With a single partner, STC users could earn team incentives ($0.40 CAD) for collaboratively reaching individual daily step goals 10 times in seven days (e.g., Partner A completes four goals and Partner B completes six goals in a week).
Results
The main analysis included 61,170 users (mean age = 32yrs; % female = 64). Controlling for pre-intervention mean daily step count, a significant difference in intervention mean daily step count favoured the experimental group (p < 0.0001; ηp2 = 0.024). The estimated marginal mean group difference was 537 steps per day, or 3759 steps per week (about 40 walking min/wk). Linear regression suggested a dose-response relationship between the number of STCs completed (app engagement) and intervention mean daily step count (adjusted R2 = 0.699) with each new STC corresponding to approximately 200 more steps per day.
Conclusion
Despite an explosion of physical activity app interest (100,000 + published apps), low engagement leading to small or no effects remains an industry hallmark. In this paper, we found that adding modest team-based incentives to the Carrot Rewards app increased mean daily step count, and importantly, app engagement moderated this effect. Others should consider novel small-teams based approaches to boost engagement and effects.
Smartphone apps can create value for consumers by supporting their health goals.The purpose of the study was to reveal people's preferences for Self-Determination theory derived app features of health-related apps that can potentially promote motivation and sustained use of such apps. Three discrete choice experiments, followed by a ranking task, were used to assess consumer preferences for specific app features that can support the basic needs for autonomy, competence and relatedness among respondents from Germany and Spain (N = 719). Participants preferred the autonomy supporting app features, namely making changes to the menu recommendations or self-selecting their rewards. The competence supporting features of levels of progress and feedback that provided encouragement together with facts were preferred across countries; however, presenting the feedback in a dynamic display was disliked in Germany. The relatedness supporting feature, presence of an anthropomorphic cue with the menu recommendations, was preferred in Germany but disliked in Spain. Health and fitness apps can benefit from including features that bring value to consumers by responding to their psychological needs and help them achieve their health goals. Allowing choice flexibility in app recommendations, providing feedback that is encouraging in addition to informative, and including gamification elements in health apps, can respond to consumer preferences and thereby increase engagement with apps. The study contributes to understanding how the theoretically derived features of health apps can be included in the design of apps to match consumer preferences.
| INTRODUCTIONConsumers are increasingly using smartphone applications (apps) in attempts to modify and regulate their own behaviours, typically in areas where consumers may find it difficult to define clear goals and implement them due to lack of opportunity and ability, for example in the areas of health and nutrition. Such apps can, not only help consumers achieve their own goals but their use can also contribute to achieving societal goals like healthy and sustainable living. The development and marketing of behavioural change apps has therefore been an area where considerable resources have been invested in product development and launch.
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