Effects of gamification-based intervention for promoting health behaviors
デジタルデータあり(科学技術振興機構)
すぐに読む
J-STAGE
全国の図書館の所蔵
国立国会図書館以外の全国の図書館の所蔵状況を表示します。
所蔵のある図書館から取寄せることが可能かなど、資料の利用方法は、ご自身が利用されるお近くの図書館へご相談ください
その他
J-STAGE
デジタルCiNii Research
検索サービスデジタル連携先のサイトで、CiNii Researchが連携している機関・データベースの所蔵状況を確認できます。
書誌情報
この資料の詳細や典拠(同じ主題の資料を指すキーワード、著者名)等を確認できます。
- 資料種別
- 記事
- 著者・編者
- Hiroaki UechiNobusuke TanYuichiro Honda
- タイトル(掲載誌)
- The journal of physical fitness and sports medicine : JPFSM : official journal of the Japanese Society of Physical Fitness and Sports Medicine
- 巻号年月日等(掲載誌)
- 7(3):2018.5
- 掲載巻
- 7
- 掲載号
- 3
- 掲載ページ
- 185-192
- 掲載年月日(W3CDTF)
- 2018-05
- ISSN(掲載誌)
- 2186-8131
- ISSN-L(掲載誌)
- 2186-8131
- 出版事項(掲載誌)
- Tokyo : The Japanese Society of Physical Fitness and Sports Medicine
- 出版地(国名コード)
- JP
- 本文の言語コード
- eng
- NDLC
- 対象利用者
- 一般
- 所蔵機関
- 国立国会図書館
- 請求記号
- Z76-A776
- 連携機関・データベース
- 国立国会図書館 : 国立国会図書館雑誌記事索引
- 書誌ID(NDLBibID)
- 029009468
- 整理区分コード
- 632
- 要約等
- <p>The purposes of this study were to examine the effectiveness of the gamification-based intervention on health behavior change. Participants were 53 Japanese undergraduate and graduate students, of whom 30 were allocated to the intervention group and 23 were allocated to the control group. In the intervention group, daily physical activity and dietary behavior were assessed using a mobile phone application called <i>The Way of Health</i>. The application includes various functions, such as recording daily steps and checking the accomplishment of health behavior challenges. The program was conducted for 100 days from May 2016 to August 2016. ANOVA results for daily steps per week revealed a significant increase in daily steps only in the intervention group. Similarly, concerning the results of ANOVA for the diet behavior score, the intervention group was shown to be significantly higher than the control group along with time. Descriptive statistics revealed that 92.8%, 89.3%, and 82.1% of participants “agreed” or “somewhat agreed” that the points, badges, and leaderboards, respectively, were useful. This study indicated the possibility that gamification could work well for promoting healthy behaviors. Elements of gamification might be recognized as a facilitating factor for participant engagement in an intervention for health behavior change.</p>
- DOI
- 10.7600/jpfsm.7.185
- オンライン閲覧公開範囲
- インターネット公開
- 連携機関・データベース
- 科学技術振興機構 : J-STAGE
- 要約等
- <p>The purposes of this study were to examine the effectiveness of the gamification-based intervention on health behavior change. Participants were 53 Japanese undergraduate and graduate students, of whom 30 were allocated to the intervention group and 23 were allocated to the control group. In the intervention group, daily physical activity and dietary behavior were assessed using a mobile phone application called <i>The Way of Health</i>. The application includes various functions, such as recording daily steps and checking the accomplishment of health behavior challenges. The program was conducted for 100 days from May 2016 to August 2016. ANOVA results for daily steps per week revealed a significant increase in daily steps only in the intervention group. Similarly, concerning the results of ANOVA for the diet behavior score, the intervention group was shown to be significantly higher than the control group along with time. Descriptive statistics revealed that 92.8%, 89.3%, and 82.1% of participants “agreed” or “somewhat agreed” that the points, badges, and leaderboards, respectively, were useful. This study indicated the possibility that gamification could work well for promoting healthy behaviors. Elements of gamification might be recognized as a facilitating factor for participant engagement in an intervention for health behavior change.</p>
- DOI
- 10.7600/jpfsm.7.185
- オンライン閲覧公開範囲
- インターネット公開
- 関連情報(URI)
- 参照
- Effects of Mobile App‐Based Positive Psychology Intervention for Well‐being
- 参照
- Construction of a short form of the healthy eating behaviour inventory for the Japanese populationDemographic differences in perceived benefits from gamificationGamification in assessment: Do points affect test performance?Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performanceChallenging games help students learn: An empirical study on engagement, flow and immersion in game-based learningWhy do people use gamification services?Do badges increase user activity? A field experiment on the effects of gamificationGamification of active travel to school: A pilot evaluation of the Beat the Street physical activity interventionUnderstanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literatureGamification of task performance with leaderboards: A goal setting experimentJust a Fad? Gamification in Health and Fitness AppsEffectiveness of a Web- and Mobile Phone-Based Intervention to Promote Physical Activity and Healthy Eating in Middle-Aged Males: Randomized Controlled Trial of the ManUp StudyA Review of eHealth Interventions for Physical Activity and Dietary Behavior ChangeLeaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performanceDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification
- 連携機関・データベース
- 国立情報学研究所 : CiNii Research
- 提供元機関・データベース
- Japan Link Center雑誌記事索引データベースCrossrefCiNii ArticlesCrossref
- 書誌ID(NDLBibID)
- 029009468
- NII論文ID
- 130006736410