• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

旨在增强社交激励以促进家庭体育活动的游戏干预效果:BE FIT随机临床试验。

Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial.

作者信息

Patel Mitesh S, Benjamin Emelia J, Volpp Kevin G, Fox Caroline S, Small Dylan S, Massaro Joseph M, Lee Jane J, Hilbert Victoria, Valentino Maureen, Taylor Devon H, Manders Emily S, Mutalik Karen, Zhu Jingsan, Wang Wenli, Murabito Joanne M

机构信息

Department of Medicine, Perelman School of Medicine, University of Pennsylvania, Philadelphia.

Department of Health Care Management, The Wharton School, University of Pennsylvania, Philadelphia.

出版信息

JAMA Intern Med. 2017 Nov 1;177(11):1586-1593. doi: 10.1001/jamainternmed.2017.3458.

DOI:10.1001/jamainternmed.2017.3458
PMID:28973115
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5710273/
Abstract

IMPORTANCE

Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited.

OBJECTIVE

To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity.

DESIGN, SETTING, AND PARTICIPANTS: The Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinical trial with a 12-week intervention period and a 12-week follow-up period. The investigation was a community-based study between December 7, 2015, and August 14, 2016. Participants in the modified intent-to-treat analysis were adults enrolled in the Framingham Heart Study, a long-standing cohort of families.

INTERVENTIONS

All participants tracked daily step counts using a wearable device or a smartphone, established a baseline, selected a step goal increase, and received daily individual feedback on goal performance by text message or email for 24 weeks. Families in the gamification arm could earn points and progress through levels based on physical activity goal achievement during the 12-week intervention. The game design was meant to enhance collaboration, accountability, and peer support.

MAIN OUTCOMES AND MEASURES

The primary outcome was the proportion of participant-days that step goals were achieved during the intervention period. Secondary outcomes included the proportion of participant-days that step goals were achieved during the follow-up period and the change in the mean daily steps during the intervention and follow-up periods.

RESULTS

Among 200 adults comprising 94 families, the mean age was 55.4 years, and 56.0% (n = 112) were female. During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001) and had a significantly greater increase in the mean daily steps compared with baseline (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001) than the control arm. During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001) and the mean daily steps compared with baseline (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01).

CONCLUSIONS AND RELEVANCE

Gamification designed to leverage insights from behavioral economics to enhance social incentives significantly increased physical activity among families in the community.

TRIAL REGISTRATION

clinicaltrials.gov Identifier: NCT02531763.

摘要

重要性

游戏化,即将诸如积分和等级等游戏设计元素应用于非游戏情境,常用于数字健康干预措施,但关于其有效性的证据有限。

目的

运用行为经济学的见解设计一种游戏化干预措施,以增强家庭内部的社会激励因素,从而增加身体活动量。

设计、地点和参与者:行为经济学弗雷明汉激励试验(BE FIT)是一项随机临床试验,干预期为12周,随访期为12周。该调查是2015年12月7日至2016年8月14日期间的一项基于社区的研究。修正意向性分析的参与者为弗雷明汉心脏研究中登记的成年人,这是一个长期的家庭队列。

干预措施

所有参与者使用可穿戴设备或智能手机追踪每日步数,确定基线,选择步数目标增量,并在24周内通过短信或电子邮件接收关于目标完成情况的每日个人反馈。游戏化组的家庭在12周干预期间可根据身体活动目标的达成情况赚取积分并提升等级。游戏设计旨在增强协作、责任感和同伴支持。

主要结局和测量指标

主要结局是干预期间达到步数目标的参与者天数比例。次要结局包括随访期间达到步数目标的参与者天数比例,以及干预期和随访期内每日平均步数的变化。

结果

在由94个家庭组成的200名成年人中,平均年龄为55.4岁,56.0%(n = 112)为女性。在干预期间,游戏化组的参与者在更大比例的参与者天数中达到了步数目标(0.53对0.32;调整差异为0.27;95%置信区间,0.20 - 0.3(此处原文有误,应为0.33);P < 0.(此处原文有误,应为.001)),并且与对照组相比,每日平均步数较基线有显著更大的增加(1661对636;调整差异为953;95%置信区间,505 - 140(此处原文有误,应为1401);P < 0.(此处原文有误,应为.001))。在随访期间,游戏化组的身体活动量有所下降,但在达到步数目标的参与者天数比例方面(0.44对0.33;调整差异为0.12;95%置信区间,0.05 - 0.19;P < 0.(此处原文有误,应为.001))以及与基线相比的每日平均步数方面(1385对798;调整差异为494;95%置信区间,170 - 81(此处原文有误,应为818);P < 0.(此处原文有误,应为.01))仍显著高于对照组。

结论与意义

旨在运用行为经济学见解增强社会激励因素的游戏化显著增加了社区家庭的身体活动量。

试验注册

clinicaltrials.gov标识符:NCT0253(此处原文有误,应为1763)。

相似文献

1
Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial.旨在增强社交激励以促进家庭体育活动的游戏干预效果:BE FIT随机临床试验。
JAMA Intern Med. 2017 Nov 1;177(11):1586-1593. doi: 10.1001/jamainternmed.2017.3458.
2
Effectiveness of Behaviorally Designed Gamification Interventions With Social Incentives for Increasing Physical Activity Among Overweight and Obese Adults Across the United States: The STEP UP Randomized Clinical Trial.基于行为设计的游戏化干预措施联合社会激励对提高全美国超重和肥胖成年人身体活动水平的效果:STEP UP 随机临床试验。
JAMA Intern Med. 2019 Dec 1;179(12):1624-1632. doi: 10.1001/jamainternmed.2019.3505.
3
Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial.有奖和无奖游戏化对肥胖或超重退伍军人增加身体活动的影响:一项随机临床试验。
JAMA Netw Open. 2021 Jul 1;4(7):e2116256. doi: 10.1001/jamanetworkopen.2021.16256.
4
Effectiveness of a Text-Based Gamification Intervention to Improve Physical Activity Among Postpartum Individuals With Hypertensive Disorders of Pregnancy: A Randomized Clinical Trial.基于文本的游戏化干预对改善患有妊娠高血压疾病的产后个体身体活动的效果:一项随机临床试验。
JAMA Cardiol. 2022 Jun 1;7(6):591-599. doi: 10.1001/jamacardio.2022.0553.
5
Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial.社会激励和游戏化促进减肥:LOSE IT 随机对照试验。
J Gen Intern Med. 2018 Oct;33(10):1669-1675. doi: 10.1007/s11606-018-4552-1. Epub 2018 Jul 12.
6
Effect of Behaviorally Designed Gamification With a Social Support Partner to Increase Mobility After Hospital Discharge: A Randomized Clinical Trial.行为设计的游戏化与社会支持伙伴联合应用对提高出院后活动能力的效果:一项随机临床试验。
JAMA Netw Open. 2021 Mar 1;4(3):e210952. doi: 10.1001/jamanetworkopen.2021.0952.
7
Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes: A Randomized Clinical Trial.行为设计的游戏化与社交激励对控制不佳的糖尿病成人生活方式改变的影响:一项随机临床试验。
JAMA Netw Open. 2021 May 3;4(5):e2110255. doi: 10.1001/jamanetworkopen.2021.10255.
8
Effect of Gamification, Financial Incentives, or Both to Increase Physical Activity Among Patients at High Risk of Cardiovascular Events: The BE ACTIVE Randomized Controlled Trial.游戏化、经济激励或两者结合对增加心血管事件高危患者身体活动的影响:BE ACTIVE 随机对照试验。
Circulation. 2024 May 21;149(21):1639-1649. doi: 10.1161/CIRCULATIONAHA.124.069531. Epub 2024 Apr 7.
9
Effect of Goal-Setting Approaches Within a Gamification Intervention to Increase Physical Activity Among Economically Disadvantaged Adults at Elevated Risk for Major Adverse Cardiovascular Events: The ENGAGE Randomized Clinical Trial.游戏化干预措施中设定目标方法对降低主要不良心血管事件高危的经济劣势成年人增加身体活动的影响:ENGAGE 随机临床试验。
JAMA Cardiol. 2021 Dec 1;6(12):1387-1396. doi: 10.1001/jamacardio.2021.3176.
10
Individual Versus Team-Based Financial Incentives to Increase Physical Activity: A Randomized, Controlled Trial.个人与团队为基础的增加身体活动的经济激励措施:一项随机对照试验。
J Gen Intern Med. 2016 Jul;31(7):746-54. doi: 10.1007/s11606-016-3627-0. Epub 2016 Mar 14.

引用本文的文献

1
Integration of Multi-Modal Biosensing Approaches for Depression: Current Status, Challenges, and Future Perspectives.抑郁症多模态生物传感方法的整合:现状、挑战与未来展望
Sensors (Basel). 2025 Aug 7;25(15):4858. doi: 10.3390/s25154858.
2
Rationale and Trial Design of Feedbacks Using Behavioural Economic Theories on STEP Counts (FOOTSTEPS) Trial in Patients With Cardiovascular Disease.心血管疾病患者中运用行为经济学理论进行步数反馈(FOOTSTEPS)试验的原理与试验设计
CJC Open. 2024 Dec 27;7(4):535-544. doi: 10.1016/j.cjco.2024.12.009. eCollection 2025 Apr.
3
What motivates participants: a qualitative analysis of gamification and financial incentives to increase physical activity.激励参与者的因素:对促进身体活动的游戏化和经济激励措施的定性分析
BMC Public Health. 2025 May 16;25(1):1804. doi: 10.1186/s12889-025-22717-0.
4
Design and baseline characteristics of an implementation study to increase activity with social incentives: The STEP together trial.一项通过社会激励措施增加身体活动的实施性研究的设计与基线特征:“携手共进”试验
Contemp Clin Trials. 2025 Jun;153:107909. doi: 10.1016/j.cct.2025.107909. Epub 2025 Apr 10.
5
Preferences of patients with depression for exercises: a discrete choice experiment.抑郁症患者对运动的偏好:一项离散选择实验。
BMC Public Health. 2025 Mar 29;25(1):1192. doi: 10.1186/s12889-025-22404-0.
6
Optimizing metabolic health with digital twins.利用数字孪生优化代谢健康。
NPJ Aging. 2025 Mar 24;11(1):20. doi: 10.1038/s41514-025-00211-6.
7
Nudging Health Behavior Change Among Home-Based Cardiac Rehabilitation Patients: A Scoping Review.推动居家心脏康复患者的健康行为改变:一项范围综述
J Multidiscip Healthc. 2025 Mar 19;18:1639-1653. doi: 10.2147/JMDH.S515523. eCollection 2025.
8
Mobile applications, physical activity, and health promotion.移动应用程序、体育活动与健康促进。
BMC Health Serv Res. 2025 Mar 10;25(1):359. doi: 10.1186/s12913-025-12489-z.
9
Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.基于移动健康的游戏化干预对改善心血管疾病患者身体活动的有效性:随机对照试验的系统评价和荟萃分析
JMIR Serious Games. 2025 Jan 24;13:e64410. doi: 10.2196/64410.
10
How to facilitate peer support - learnings from the development of a peer support program for people with T2DM via instant messaging service to improve diabetes self-management.如何促进同伴支持——通过即时通讯服务为2型糖尿病患者开发同伴支持项目以改善糖尿病自我管理的经验教训。
Front Clin Diabetes Healthc. 2025 Jan 6;5:1491865. doi: 10.3389/fcdhc.2024.1491865. eCollection 2024.

本文引用的文献

1
Impact of accelerometer and pedometer use on physical activity and glycaemic control in people with Type 2 diabetes: a systematic review and meta-analysis.加速度计和计步器的使用对2型糖尿病患者身体活动及血糖控制的影响:一项系统综述与荟萃分析
Diabet Med. 2017 May;34(5):612-620. doi: 10.1111/dme.13331. Epub 2017 Mar 19.
2
Engineering Social Incentives for Health.构建促进健康的社会激励机制。
N Engl J Med. 2016 Dec 29;375(26):2511-3. doi: 10.1056/NEJMp1603978.
3
Gotta catch'em all! Pokémon GO and physical activity among young adults: difference in differences study.必须抓住它们全部!《宝可梦GO》与年轻人的身体活动:双重差分研究
BMJ. 2016 Dec 13;355:i6270. doi: 10.1136/bmj.i6270.
4
Not Thinking Clearly? Play a Game, Seriously!思维不清晰?认真玩个游戏吧!
JAMA. 2016 Nov 8;316(18):1867-1868. doi: 10.1001/jama.2016.14174.
5
Effectiveness of activity trackers with and without incentives to increase physical activity (TRIPPA): a randomised controlled trial.带或不带激励措施的活动追踪器对增加身体活动的有效性(TRIPPA):一项随机对照试验。
Lancet Diabetes Endocrinol. 2016 Dec;4(12):983-995. doi: 10.1016/S2213-8587(16)30284-4. Epub 2016 Oct 4.
6
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.用于健康促进的游戏化:对智能手机应用中行为改变技术的系统评价
BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.
7
Support or competition? How online social networks increase physical activity: A randomized controlled trial.支持还是竞争?在线社交网络如何增加身体活动:一项随机对照试验。
Prev Med Rep. 2016 Aug 8;4:453-8. doi: 10.1016/j.pmedr.2016.08.008. eCollection 2016 Dec.
8
Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review.游戏化与基于网络的心理健康干预措施的依从性:系统评价。
JMIR Ment Health. 2016 Aug 24;3(3):e39. doi: 10.2196/mental.5710.
9
The economic burden of physical inactivity: a global analysis of major non-communicable diseases.体力活动不足的经济负担:主要非传染性疾病的全球分析。
Lancet. 2016 Sep 24;388(10051):1311-24. doi: 10.1016/S0140-6736(16)30383-X. Epub 2016 Jul 28.
10
A Randomized Trial of Social Comparison Feedback and Financial Incentives to Increase Physical Activity.一项关于社会比较反馈和经济激励以增加身体活动的随机试验。
Am J Health Promot. 2016 Jul;30(6):416-24. doi: 10.1177/0890117116658195. Epub 2016 Jul 15.