Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/39799
Title: Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial
Authors: XU, Linqi 
Tong, Qian
Zhang , Xin
Yu, Tianzhuo
Lian, Xiaoqian
Yu, Tianyue
FALTER, Maarten 
SCHERRENBERG, Martijn 
TOSHIKI, Kaihara 
KIZILKILIC, Sevda 
KINDERMANS, Hanne 
DENDALE, Paul 
Li , Feng
Issue Date: 2023
Publisher: SAGE PUBLICATIONS LTD
Source: JOURNAL OF TELEMEDICINE AND TELECARE,
Status: Early view
Abstract: Introduction Despite proven benefits, patients with coronary heart disease (CHD) typically fail to participate in sufficient physical activity (PA). Effective interventions should be implemented to help patients maintain a healthy lifestyle and modify their present behavior. Gamification is the use of game design features (such as points, leaderboards, and progress bars) to improve motivation and engagement. It shows the potential for encouraging patients to engage in PA. However, empirical evidence on the efficacy of such interventions among patients with CHD is still emerging. Purpose The aim of the study is to explore whether a smartphone-based gamification intervention could increase PA participation and other physical and psychological outcomes in CHD patients. Methods Participants with CHD were randomly assigned to three groups (control group, individual group, and team group). The individual and team groups received gamified behavior intervention based on behavioral economics. The team group combined gamified intervention with social interaction. The intervention lasted for 12 weeks, and the follow-up was12 weeks. The primary outcomes included the change in daily steps and the proportion of patient days that step goals were achieved. The secondary outcomes included competence, autonomy, relatedness, and autonomous motivation. Results For the individual group, smartphone-based gamification intervention significantly increased PA among CHD patients over the 12-week period (step count difference 988; 95% CI 259-1717; p < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24-1613; p < 0.01). There are also significant differences in competence, autonomous motivation, body mass index (BMI), and waist circumference in 12 weeks between the control group and individual group. For the team group, gamification intervention with collaboration didn't result in significant increases in PA. But patients in this group had a significant increase in competence, relatedness, and autonomous motivation. Conclusion A smartphone-based gamification intervention was proven to be an effective way to increase motivation and PA engagement, with a substantial maintenance impact (Chinese Clinical Trial Registry Identifier: ChiCTR2100044879).
Notes: Li, F (corresponding author), Jilin Univ, Sch Nursing, 965 Xin Jiang Ave, Changchun 130000, Jilin Province, Peoples R China.
fli@jlu.edu.cn
Keywords: Physical activity;behavioral intervention;mobile health;gamification;randomized controlled trial;telehealth;cardiology
Document URI: http://hdl.handle.net/1942/39799
ISSN: 1357-633X
e-ISSN: 1758-1109
DOI: 10.1177/1357633X221150943
ISI #: 000937392300001
Rights: The Author(s) 2023
Category: A1
Type: Journal Contribution
Appears in Collections:Research publications

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