2021
DOI: 10.1001/jamanetworkopen.2021.10255
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Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes

Abstract: IMPORTANCE Gamification is increasingly being used to promote healthy behaviors. However, it has not been well tested among patients with chronic conditions and over longer durations.OBJECTIVE To test the effectiveness of behaviorally designed gamification interventions to enhance support, collaboration, or competition to promote physical activity and weight loss among adults with uncontrolled type 2 diabetes.

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Cited by 44 publications
(78 citation statements)
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“…To date, gamification has been applied in several domains to make tasks or activities more gratifying, pleasant, and enjoyable. Some popular domains where gamification is applied include online learning [ 9 , 10 ]; healthcare [ 11 , 12 ]; and tourism [ 13 ]. The gamification strategy appears to improve intrinsic motivation by fulfilling individuals’ psychological/emotional requirements through the use of game-like components.…”
Section: Introductionmentioning
confidence: 99%
“…To date, gamification has been applied in several domains to make tasks or activities more gratifying, pleasant, and enjoyable. Some popular domains where gamification is applied include online learning [ 9 , 10 ]; healthcare [ 11 , 12 ]; and tourism [ 13 ]. The gamification strategy appears to improve intrinsic motivation by fulfilling individuals’ psychological/emotional requirements through the use of game-like components.…”
Section: Introductionmentioning
confidence: 99%
“… 7 , 8 Patients with PAH who are accustomed to a certain level of limited physical activity may not increase their activity if not encouraged, even if they are able to. 37 The fact that TRACE patients were not encouraged to increase their activity may have contributed to the limited changes to DLPA parameters. Indeed, home-based intervention programs for patients with PAH can result in an increased intensity of DLPA, 38 which should be considered in future trials in which DLPA is measured to evaluate a treatment effect.…”
Section: Discussionmentioning
confidence: 99%
“…A study on the 50 most downloaded health apps on the App Store reported that 64% of such apps included some form of goal setting, social presence, challenge, monetary, and social (eg, accomplishing challenges and gaining points to reach higher competition grading tiers) incentives [ 51 ]. However, studies have shown that such gamification features do not result in significantly different amounts of weight loss at 3, 6, 9, or 12 months between adults who do and do not undergo such programs [ 52 , 53 ]. Similarly, a meta-analysis reported that gamification did not result in significant weight loss differences between children and adolescents who did and did not undergo gamification for weight loss, although those in the former group were found to have improved nutritional knowledge scores [ 54 ].…”
Section: Discussionmentioning
confidence: 99%