Abstract

Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans. To test the effectiveness of gamification with social support, with and without a loss-framed financial incentive, to increase physical activity among veterans classified as having overweight and obesity. This 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period. Participants included veterans with a body mass index greater than or equal to 25 who were receiving care from a single site in Philadelphia, Pennsylvania. Participants underwent a remotely monitored intervention from March 19, 2019, to August 9, 2020. Data analyses were conducted between October 1, 2020, and November 14, 2020. All participants received a wearable device to track step counts and selected a step goal. The control group received feedback from their devices only. Participants in the 2 gamification groups were entered into a 12-week game with points and levels designed using behavioral economic principles and selected a support partner to receive weekly updates. Participants in the loss-framed financial incentive group had $120 allocated to a virtual account and lost $10 if weekly goals were not achieved. The primary outcome was the change in mean daily steps from baseline during the intervention. Secondary outcomes include proportion of days goals were achieved and changes during follow-up. A total of 180 participants were randomized, 60 to the gamification with social support group, 60 to the gamification with social support and loss-framed financial incentives group, and 60 to the control group. The participants had a mean (SD) age of 56.5 (12.9) years and a mean (SD) body mass index of 33.0 (5.6); 71 participants (39.4%) were women, 90 (50.0%) were White, and 67 (37.2%) were Black. During the intervention period, compared with control group participants, participants in the gamification with financial incentives group had a significant increase in mean daily steps from baseline (adjusted difference, 1224 steps; 95% CI, 451 to 1996 steps; P = .005), but participants in the gamification without financial incentives group did not (adjusted difference, 433 steps; 95% CI, -337 to 1203 steps; P = .81). The increase for the gamification with financial incentives group was not sustained during the follow-up period, and the step count was not significantly different than that of the control group (adjusted difference, 564 steps; 95% CI, -261 to 1389 steps; P = .37). Compared with the control group, participants in the intervention groups had a significantly higher adjusted proportion of days meeting their step goal during the main intervention and follow-up period (gamification with social support group, adjusted difference from control, 0.21 participant-day; 95% CI, 0.18-0.24 participant-day; P < .001; gamification with social support and loss-framed financial incentive group, adjusted difference from control, 0.34 participant-day; 95% CI, 0.31-0.37 participant-day; P < .001). Among veterans classified as having overweight and obesity, gamification with social support combined with loss-framed financial incentives was associated with a modest increase in physical activity during the intervention period, but the increase was not sustained during follow-up. Gamification without incentives did not significantly change physical activity. ClinicalTrials.gov Identifier: NCT03563027.

Highlights

  • More than 80% of veterans have at least 2 risk factors for cardiovascular disease.[1]

  • During the intervention period, compared with control group participants, participants in the gamification with financial incentives group had a significant increase in mean daily steps from baseline, but participants in the gamification without financial incentives group did not

  • The increase for the gamification with financial incentives group was not sustained during the follow-up period, and the step count was not significantly different than that of the control group

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Summary

Introduction

More than 80% of veterans have at least 2 risk factors for cardiovascular disease.[1] Physical activity is associated with reduced risk for cardiovascular disease, yet less than one-half of veterans achieve enough activity to reduce their risk of the morbidity and mortality associated with cardiovascular disease.[2,3] Motivating and sustaining regular physical activity is challenging for individuals.[4,5] One promising approach has applied gamification, the use of game-design elements, to motivate behavior change.[6,7,8,9] Workplace wellness programs have incorporated gamification with wearable devices to promote physical activity.[10,11,12] The uptake of these methods is varied, and less is known about their effectiveness among veterans.[13] Research[8,14] has studied the effect of behavioral economic strategies on motiving healthy behaviors, yet these remained unexplored in veterans

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