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

机译:在社区范围的基于游戏的物理活动干预后,维护行为改变

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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. Keywords: Gamification, Physical activity, Community, Technology, Intervention
机译:游戏方法是指使用游戏力学(例如竞争,点评分,进步可视化和任务设置),以实现和激励人们实现最终目标。包含基于博彩的方法的公共卫生计划,该方法旨在改善公众健康的普及,然而,大多数普遍都是个人主义,智能手机的应用,并且在社区范围内进行了很少的研究。此外,已经进行的少数研究依赖于短期随访的小样本尺寸。鉴于目前的理解差距,本研究探讨了社区广泛的博弈干预的影响,称为“击败街道”(在阅读英国),在干预后1和2年的身体活动水平(2014年之间和2016)。数据可用于N = 1567名参与者,在干预后的一年内,持续干预后2年的参与者。预测试后的分析显示出干预后1至2年的不活动水平降低11%和13%。此外,在基线不活跃的参与者报告分别在介入后1和2年的活动中进行3.4和3.8天。这些发现提供了有希望的初步证据,即讨论讨论可能支持行为改变的物理不活动和游戏设计机制可以有效。关键词:娱乐,身体活动,社区,技术,干预

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  • 作者

    Marc Ashley Harris;

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  • 年度 2019
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  • 正文语种 eng
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