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Effects of gamification-based intervention for promoting health behaviors

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Effects of gamification-based intervention for promoting health behaviors

国立国会図書館請求記号
Z76-A776
国立国会図書館書誌ID
029009468
資料種別
記事
著者
Hiroaki Uechiほか
出版者
Tokyo : The Japanese Society of Physical Fitness and Sports Medicine
出版年
2018-05
資料形態
掲載誌名
The journal of physical fitness and sports medicine : JPFSM : official journal of the Japanese Society of Physical Fitness and Sports Medicine 7(3):2018.5
掲載ページ
p.185-192
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資料種別
記事
著者・編者
Hiroaki Uechi
Nobusuke Tan
Yuichiro 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

デジタル

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

デジタル

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>
オンライン閲覧公開範囲
インターネット公開
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 population
Demographic differences in perceived benefits from gamification
Gamification 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 performance
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
Why do people use gamification services?
Do badges increase user activity? A field experiment on the effects of gamification
Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention
Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature
Gamification of task performance with leaderboards: A goal setting experiment
Just a Fad? Gamification in Health and Fitness Apps
Effectiveness 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 Study
A Review of eHealth Interventions for Physical Activity and Dietary Behavior Change
Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
Does 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
Crossref
CiNii Articles
Crossref
書誌ID(NDLBibID)
029009468
NII論文ID
130006736410