Gamified intervention; Sedentary behaviour; Community health engagement

Abstract Background Sedentary behaviour increases risk of chronic disease and poor mental health, independent of physical activity. UK adults typically sit over eight hours daily. This study evaluated Beat the Street (BTS), a six-week gamified community intervention promoting active travel, and its impact on sitting time, activity, and wellbeing in Chelmsford and South Woodham Ferrers, UK. Methods BTS used Radio Frequency Identification (RFID)-enabled ‘Beat Boxes’ to encourage walking, cycling and scooting, awarding points for tapping boxes ≥500m apart. Participants completed baseline and follow-up surveys: IPAQ-SF for sitting time, the Active Lives Survey to classify physical activity based on the UK Chief Medical Officers’ guidelines. Wellbeing was measured with Warwick Edinburgh Scale (WEMWBS). Changes were analysed using Wilcoxon signed-rank tests. Regression tested if sitting time changes predicted wellbeing and life satisfaction. Results 915 participants (313 children, 602 adults) completed matched surveys. Daily sitting fell in children (5.62 ± 2.99 to 5.23 ± 3.04 hrs/day, p < 0.05) and adults (5.87 ± 2.85 to 5.33 ± 2.71, p < 0.05). Weekday sitting dropped in adults (6.41 ± 3.59 to 5.70 ± 3.23 p < 0.05) and children (5.84 ± 3.42 to 5.25 ± 3.10 p < 0.05). Weekend sitting declined in adults only (5.32 ± 2.87 to 4.95 ± 2.79, p < 0.05). Inactivity reduced from 38.1% to 28.5% in adults and 63.7% to 57.6% in children (p < 0.01). Wellbeing improved in adults (48.1 ± 11.7 to 50.4 ± 11.0 p < 0.05) and children (54.7 ± 9.3 to 57.1 ± 8.8 p < 0.05). Sitting time change did not predict wellbeing. Conclusions BTS reduced sitting time and inactivity, especially among females, middle-aged adults, and adolescents. Improvements were observed in wellbeing. While changes in sedentary time did not explain wellbeing outcomes, findings support the potential of gamified, community-based interventions to reduce inactivity and support holistic public health goals. Key messages • The intervention significantly reduced weekday and daily sitting time and increased physical activity among children and adults. • Wellbeing improved post-intervention in both groups, although changes in sitting time did not significantly predict changes in wellbeing.

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Publication Details

Journal
European Journal of Public Health
Published
2025-10-01
DOI
https://doi.org/10.1093/eurpub/ckaf161.408
Primary Topic
Physical Activity and Health
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamified intervention; Sedentary behaviour; Community health engagement

Rosemary McKinnon, Lee Smith, Zoe Marshall, G Deacon
European Journal of Public Health
Physical Activity and Health
article

Gamified intervention; Sedentary behaviour; Community health engagement

Rosemary McKinnon, Lee Smith, Zoe Marshall, G Deacon
article en

Abstract

Abstract Background Sedentary behaviour increases risk of chronic disease and poor mental health, independent of physical activity. UK adults typically sit over eight hours daily. This study evaluated Beat the Street (BTS), a six-week gamified community intervention promoting active travel, and its impact on sitting time, activity, and wellbeing in Chelmsford and South Woodham Ferrers, UK. Methods BTS used Radio Frequency Identification (RFID)-enabled ‘Beat Boxes’ to encourage walking, cycling and scooting, awarding points for tapping boxes ≥500m apart. Participants completed baseline and follow-up surveys: IPAQ-SF for sitting time, the Active Lives Survey to classify physical activity based on the UK Chief Medical Officers’ guidelines. Wellbeing was measured with Warwick Edinburgh Scale (WEMWBS). Changes were analysed using Wilcoxon signed-rank tests. Regression tested if sitting time changes predicted wellbeing and life satisfaction. Results 915 participants (313 children, 602 adults) completed matched surveys. Daily sitting fell in children (5.62 ± 2.99 to 5.23 ± 3.04 hrs/day, p < 0.05) and adults (5.87 ± 2.85 to 5.33 ± 2.71, p < 0.05). Weekday sitting dropped in adults (6.41 ± 3.59 to 5.70 ± 3.23 p < 0.05) and children (5.84 ± 3.42 to 5.25 ± 3.10 p < 0.05). Weekend sitting declined in adults only (5.32 ± 2.87 to 4.95 ± 2.79, p < 0.05). Inactivity reduced from 38.1% to 28.5% in adults and 63.7% to 57.6% in children (p < 0.01). Wellbeing improved in adults (48.1 ± 11.7 to 50.4 ± 11.0 p < 0.05) and children (54.7 ± 9.3 to 57.1 ± 8.8 p < 0.05). Sitting time change did not predict wellbeing. Conclusions BTS reduced sitting time and inactivity, especially among females, middle-aged adults, and adolescents. Improvements were observed in wellbeing. While changes in sedentary time did not explain wellbeing outcomes, findings support the potential of gamified, community-based interventions to reduce inactivity and support holistic public health goals. Key messages • The intervention significantly reduced weekday and daily sitting time and increased physical activity among children and adults. • Wellbeing improved post-intervention in both groups, although changes in sitting time did not significantly predict changes in wellbeing.

European Journal of Public HealthVol. 35(Supplement_4)
Manchester Metropolitan University (GB), Intelligent Health (United Kingdom) (GB), Anglia Ruskin University (GB)
Openalex Percentile: Top 61%
Physical Activity and Health
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