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The Promise, Growth, and Reality of Mobile Health - Another Data-free Zone.移动健康的前景、发展与现实——另一个无数据区域
N Engl J Med. 2017 Nov 23;377(21):2010-2011. doi: 10.1056/NEJMp1713180. Epub 2017 Nov 8.
2
It's All in the Game-The Uses of Gamification to Motivate Behavior Change.一切皆在游戏之中——游戏化在激励行为改变方面的应用
JAMA Intern Med. 2017 Nov 1;177(11):1593-1594. doi: 10.1001/jamainternmed.2017.4798.
3
Using Wearable Devices and Smartphones to Track Physical Activity: Initial Activation, Sustained Use, and Step Counts Across Sociodemographic Characteristics in a National Sample.使用可穿戴设备和智能手机追踪身体活动:全国样本中社会人口学特征的初始激活、持续使用及步数情况
Ann Intern Med. 2017 Nov 21;167(10):755-757. doi: 10.7326/M17-1495. Epub 2017 Sep 26.
4
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.
5
Health Effects of Overweight and Obesity in 195 Countries over 25 Years.25年间195个国家超重和肥胖对健康的影响
N Engl J Med. 2017 Jul 6;377(1):13-27. doi: 10.1056/NEJMoa1614362. Epub 2017 Jun 12.
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Change in Percentages of Adults With Overweight or Obesity Trying to Lose Weight, 1988-2014.1988 - 2014年试图减肥的超重或肥胖成年人百分比的变化。
JAMA. 2017 Mar 7;317(9):971-973. doi: 10.1001/jama.2016.20036.
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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
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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.
9
Trends in Obesity Among Adults in the United States, 2005 to 2014.2005年至2014年美国成年人肥胖趋势
JAMA. 2016 Jun 7;315(21):2284-91. doi: 10.1001/jama.2016.6458.
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.

社会激励和游戏化促进减肥:LOSE IT 随机对照试验。

Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial.

机构信息

Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA, USA.

Penn Medicine Nudge Unit, Philadelphia, PA, USA.

出版信息

J Gen Intern Med. 2018 Oct;33(10):1669-1675. doi: 10.1007/s11606-018-4552-1. Epub 2018 Jul 12.

DOI:10.1007/s11606-018-4552-1
PMID:30003481
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6153249/
Abstract

BACKGROUND

Social networks influence obesity patterns, but interventions to leverage social incentives to promote weight loss have not been well evaluated.

OBJECTIVE

To test the effectiveness of gamification interventions designed using insights from behavioral economics to enhance social incentives to promote weight loss.

DESIGN

The Leveraging Our Social Experiences and Incentives Trial (LOSE IT) was a 36-week randomized, controlled trial with a 24-week intervention and 12-week follow-up.

PARTICIPANTS

One hundred and ninety-six obese adults (body mass index ≥ 30) comprising 98 two-person teams.

INTERVENTIONS

All participants received a wireless weight scale, used smartphones to track daily step counts, formed two-person teams with a family member or friend, and selected a weight loss goal. Teams were randomly assigned to control or one of two gamification interventions for 36 weeks that used points and levels to enhance collaborative social incentives. One of the gamification arms also had weight and step data shared regularly with each participant's primary care physician (PCP).

MAIN OUTCOME MEASURES

The primary outcome was weight loss at 24 weeks. Secondary outcomes included weight loss at 36 weeks.

KEY RESULTS

At 24 weeks, participants lost significant weight from baseline in the control arm (mean: - 3.9 lbs; 95% CI: - 6.1 to - 1.7; P < 0.001), the gamification arm (mean: - 6.6 lbs; 95% CI: - 9.4 to - 3.9; P < 0.001), and the gamification arm with PCP data sharing (mean: - 4.8 lbs; 95% CI: - 7.4 to - 2.3; P < 0.001). At 36 weeks, weight loss from baseline remained significant in the control arm (mean: - 3.5 lbs; 95% CI: - 6.1 to - 0.8; P = 0.01), the gamification arm (mean: - 6.3 lbs; 95% CI: - 9.2 to - 3.3; P < 0.001), and the gamification arm with PCP data sharing (mean: - 5.2 lbs; 95% CI: - 8.5 to - 2.0; P < 0.01). However, in the main adjusted model, there were no significant differences in weight loss between each of the intervention arms and control at either 12, 24, or 36 weeks.

CONCLUSIONS

Using digital health devices to track behavior with a partner led to significant weight loss through 36 weeks, but the gamification interventions were not effective at promoting weight loss when compared to control.

TRIAL REGISTRATION

clinicaltrials.gov Identifier: 02564445.

摘要

背景

社交网络影响肥胖模式,但利用社交激励促进减肥的干预措施尚未得到很好的评估。

目的

测试使用行为经济学洞察设计的游戏化干预措施的有效性,以增强促进减肥的社交激励。

设计

利用我们的社交经验和激励试验(LOSE IT)是一项 36 周的随机对照试验,干预期为 24 周,随访期为 12 周。

参与者

196 名肥胖成年人(体重指数≥30),包括 98 对两人小组。

干预措施

所有参与者都使用了无线体重秤,使用智能手机来跟踪日常步数,并与家庭成员或朋友组成两人小组,选择减肥目标。小组被随机分配到对照组或两种游戏化干预组中的一种,持续 36 周,使用积分和等级来增强协作社交激励。其中一种游戏化干预组还定期与每位参与者的初级保健医生(PCP)共享体重和步数数据。

主要结果测量

主要结果是 24 周时的体重减轻。次要结果包括 36 周时的体重减轻。

主要结果

在 24 周时,对照组(平均:-3.9 磅;95%置信区间:-6.1 至-1.7;P<0.001)、游戏化干预组(平均:-6.6 磅;95%置信区间:-9.4 至-3.9;P<0.001)和游戏化干预组与 PCP 数据共享(平均:-4.8 磅;95%置信区间:-7.4 至-2.3;P<0.001)的参与者体重从基线显著减轻。在 36 周时,对照组(平均:-3.5 磅;95%置信区间:-6.1 至-0.8;P=0.01)、游戏化干预组(平均:-6.3 磅;95%置信区间:-9.2 至-3.3;P<0.001)和游戏化干预组与 PCP 数据共享(平均:-5.2 磅;95%置信区间:-8.5 至-2.0;P<0.01)的体重减轻仍然显著。然而,在主要调整模型中,在 12、24 或 36 周时,每个干预组与对照组相比,体重减轻均无显著差异。

结论

使用数字健康设备与伴侣一起跟踪行为可导致 36 周内显著减肥,但与对照组相比,游戏化干预措施在促进减肥方面效果不佳。

试验注册

clinicaltrials.gov 标识符:02564445。