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游戏化干预对现实生活中日常步数的影响:对 4800 人的回顾性分析。

The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals.

机构信息

Laboratoire Sport et Environnement Social (SENS), Université Grenoble Alpes, Grenoble, France.

National Research Institute for Agriculture, Food and Environment (INRAE), Clermont-Ferrand, France.

出版信息

J Med Internet Res. 2024 Aug 12;26:e47116. doi: 10.2196/47116.

Abstract

BACKGROUND

Digital interventions integrating gamification features hold promise to promote daily steps. However, results regarding the effectiveness of this type of intervention are heterogeneous and not yet confirmed in real-life contexts.

OBJECTIVE

This study aims to examine the effectiveness of a gamified intervention and its potential moderators in a large sample using real-world data. Specifically, we tested (1) whether a gamified intervention enhanced daily steps during the intervention and follow-up periods compared to baseline, (2) whether this enhancement was higher in participants in the intervention than in nonparticipants, and (3) what participant characteristics or intervention parameters moderated the effect of the program.

METHODS

Data from 4819 individuals who registered for a mobile health Kiplin program between 2019 and 2022 were retrospectively analyzed. In this intervention, participants could take part in one or several games in which their daily step count was tracked, allowing individuals to play with their overall activity. Nonparticipants were people who registered for the program but did not take part in the intervention and were considered as a control group. Daily step counts were measured via accelerometers embedded in either commercial wearables or smartphones of the participants. Exposure to the intervention, the intervention content, and participants' characteristics were included in multilevel models to test the study objectives.

RESULTS

Participants in the intervention group demonstrated a significantly greater increase in mean daily steps from baseline than nonparticipants (P<.001). However, intervention effectiveness depended on participants' initial physical activity. The daily steps of participants with <7500 baseline daily steps significantly improved from baseline both during the Kiplin intervention (+3291 daily steps) and the follow-up period (+945 daily steps), whereas participants with a higher baseline had no improvement or significant decreases in daily steps after the intervention. Age (P<.001) and exposure (P<.001) positively moderated the intervention effect.

CONCLUSIONS

In real-world settings and among a large sample, the Kiplin intervention was significantly effective in increasing the daily steps of participants from baseline during intervention and follow-up periods compared to nonparticipants. Interestingly, responses to the intervention differed based on participants' initial steps, with the existence of a plateau effect. Drawing on the insights of self-determination theory, we can assume that the effect of gamification could depend of the initial motivation and activity of participants.

摘要

背景

整合游戏化功能的数字干预措施有望促进日常步数的增加。然而,关于这种干预类型的有效性的结果是多样的,并且在现实环境中尚未得到证实。

目的

本研究旨在使用真实数据,通过大样本量来检验游戏化干预的有效性及其潜在的调节因素。具体来说,我们测试了(1)与基线相比,游戏化干预是否在干预和随访期间提高了日常步数,(2)干预组参与者的这种提升是否高于非参与者,以及(3)参与者特征或干预参数是否调节了项目的效果。

方法

对 2019 年至 2022 年间注册移动健康 Kiplin 计划的 4819 名个体的数据进行回顾性分析。在该干预中,参与者可以参加一个或多个游戏,其中跟踪他们的每日步数,允许个人用整体活动来玩游戏。非参与者是指注册该计划但未参与干预的人,他们被视为对照组。通过参与者佩戴的商业可穿戴设备或智能手机中嵌入的加速度计来测量每日步数。在多水平模型中纳入暴露于干预、干预内容和参与者特征,以检验研究目标。

结果

与非参与者相比,干预组的参与者平均每日步数从基线显著增加(P<.001)。然而,干预效果取决于参与者的初始身体活动。与基线相比,每日步数低于 7500 步的参与者在 Kiplin 干预期间(+3291 步)和随访期间(+945 步)的每日步数明显增加,而基线较高的参与者在干预后每日步数没有增加或显著减少。年龄(P<.001)和暴露(P<.001)对干预效果有积极的调节作用。

结论

在现实环境和大样本中,与非参与者相比,Kiplin 干预在干预和随访期间从基线显著提高了参与者的日常步数。有趣的是,干预的反应因参与者的初始步数而异,存在平台效应。根据自我决定理论的见解,我们可以假设游戏化的效果可能取决于参与者的初始动机和活动。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bca1/11347891/c5403345b001/jmir_v26i1e47116_fig1.jpg

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