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Maintenance of behaviour change following a community-wide gamification based physical activity intervention

机译:在社区范围内基于游戏化的身体活动干预之后维持行为改变

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摘要

Gamification refers to the use of game mechanics (e.g. competition, point scoring, progress visualisation and task setting) to engage and motivate people to achieve an end goal. Public health programs that incorporate gamification-based approaches which aim to improve the public's health have grown in popularity, however most commonplace are individualistic, smartphone-based applications and few studies have been conducted on community-wide interventions. Furthermore, the few studies which have been conducted have relied on small sample sizes with short-term follow-up. In view of this gap in current understanding, this study explored the impact of a community-wide gamified intervention, called ‘Beat the Street’ (in Reading UK) on levels of physical activity at 1 and 2-years post-intervention (between 2014 and 2016). Data were available for N = 1567 participants at one-year post-intervention and N = 723 participants at 2-years post-intervention. A Pretest-Posttest analysis revealed a 11% and 13% decrease in levels of inactivity at 1 and 2-years post-intervention respectively. Furthermore, participants who were inactive at baseline reported undertaking 3.4 and 3.8 days of activity at 1 and 2-years post-intervention, respectively. These findings provide promising preliminary evidence that gamification may be effective for decreasing physical inactivity and game-design mechanisms which may support behaviour change are discussed.
机译:游戏化是指使用游戏机制(例如比赛,得分,进度可视化和任务设置)来吸引和激励人们实现最终目标。旨在改善公众健康的结合了基于游戏化方法的公共卫生计划越来越受欢迎,但是,最常见的是基于智能手机的个性化应用程序,并且很少有关于社区干预措施的研究。此外,已经进行的少数研究依靠小样本量和短期随访。鉴于目前的理解存在差距,本研究探讨了干预后1年和2年(2014年之间)称为“ Beat the Street”(英国雷丁)的社区性游戏干预对身体活动水平的影响。和2016年)。干预后一年的N = 1567参与者和干预后2年的N = 723参与者的数据可用。测试前-测试后的分析表明,干预后1年和2年的不活动水平分别降低了11%和13%。此外,基线时处于非活动状态的参与者报告说,干预后1年和2年分别进行了3.4天和3.8天的活动。这些发现提供了有希望的初步证据,证明游戏化可以有效地减少无运动状态,并讨论了可以支持行为改变的游戏设计机制。

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