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融入游戏化原则的工作场所健康计划的可持续性:2 年后的参与度和健康效益。

The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years.

机构信息

1 McGill Comprehensive Health Improvement Program, Montreal, Quebec, Canada.

2 Division of Clinical Epidemiology, Department of Medicine, McGill University, Montreal, Quebec, Canada.

出版信息

Am J Health Promot. 2019 Jul;33(6):850-858. doi: 10.1177/0890117118823165. Epub 2019 Jan 21.

DOI:10.1177/0890117118823165
PMID:30665309
Abstract

PURPOSE

To evaluate the results of a workplace wellness program that incorporates gamification principles.

DESIGN

In this prospective cohort study, the participation rate and observed health outcomes were evaluated after approximately 2 years.

SETTING AND PARTICIPANTS

All permanent employees (n = 775) of a national company located in Canada were eligible to participate.

INTERVENTION

The wellness program included web-based challenges (team or individual) incorporating gamification strategies to improve exercise, nutrition, weight reduction, and mental health management behaviors.

MEASURES AND ANALYSIS

The primary outcomes were employee participation rates. The secondary pre-specified outcomes were the sustained benefits of the program on physical and mental health measures.

RESULTS

Participation rates in the health screenings were 78% (baseline), 54% (year 1), and 56% (year 2). Participation in the 4 team web-based challenges ranged from 33% to 68% with 76% to 86% of participants tracking their activity on at least half of the days. After 2 years, there were significant clinical improvements in systolic blood pressure (-1.3mm Hg), total cholesterol/high-density lipoprotein (HDL) ratio (-0.14), glycated haemoglobin (HbA; -0.1%), weekly physical activity (+264 Metabolic Equivalents [METs]), perceived stress score (-17%), insomnia severity index (-16%), general fatigue (-10%), and reductions in the cardiovascular age gap (-0.3 years). Greater benefits occurred among employees at higher risk.

CONCLUSIONS

Workplace wellness programs that evolve over time and focus primarily on fun and competitive challenges may support long-term participation, behavior change, and sustained improvements in clinical outcomes.

摘要

目的

评估一项采用游戏化原则的职场健康计划的结果。

设计

在这项前瞻性队列研究中,大约 2 年后评估了参与率和观察到的健康结果。

地点和参与者

位于加拿大的一家全国性公司的所有永久员工(n = 775)均有资格参与。

干预措施

健康计划包括基于网络的挑战(团队或个人),采用游戏化策略来改善锻炼、营养、减重和心理健康管理行为。

测量和分析

主要结果是员工参与率。次要预设结果是该计划对身体和心理健康测量的持续益处。

结果

健康筛查的参与率分别为 78%(基线)、54%(第 1 年)和 56%(第 2 年)。参与 4 项基于网络的团队挑战的比例从 33%到 68%不等,有 76%到 86%的参与者在至少一半的天数内记录了自己的活动。2 年后,收缩压(-1.3mmHg)、总胆固醇/高密度脂蛋白(HDL)比值(-0.14)、糖化血红蛋白(HbA;-0.1%)、每周体力活动(+264 代谢当量[METs])、压力感知评分(-17%)、失眠严重指数(-16%)、一般疲劳(-10%)和心血管年龄差距缩小(-0.3 岁)均有显著的临床改善。在风险较高的员工中,获益更大。

结论

随着时间的推移不断发展并主要关注乐趣和竞争挑战的职场健康计划可能会支持长期参与、行为改变和临床结果的持续改善。

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