The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals
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.
Authors
- Aïna Chalabaëv (ORCID: https://orcid.org/0000-0002-1806-354X)
- Guillaume Harel (ORCID: https://orcid.org/0009-0006-9209-2011)
- Cyril Forestier (ORCID: https://orcid.org/0000-0001-8154-5296)
- Alexandre Mazéas (ORCID: https://orcid.org/0000-0002-0255-6032)
- Martine Duclos (ORCID: https://orcid.org/0000-0002-7158-386X)
Institutions
- Institut National de Recherche pour l'Agriculture, l'Alimentation et l'Environnement (FR)
- Centre Hospitalier Universitaire de Clermont-Ferrand (FR)
- Unité de Recherche Pluridisciplinaire Sport, Santé, Société (FR)
- Université Grenoble Alpes (FR)
- Nantes Université (FR)
Publication Details
- Journal
- Journal of Medical Internet Research
- Published
- 2024-08-12
- DOI
- https://doi.org/10.2196/47116
- Citations
- 12
- Primary Topic
- Physical Activity and Health
- Type
- article
- Field-Weighted Citation Impact
- 3.92