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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

Call No. (NDL)
Z76-A776
Bibliographic ID of National Diet Library
029009468
Material type
記事
Author
Hiroaki Uechiほか
Publisher
Tokyo : The Japanese Society of Physical Fitness and Sports Medicine
Publication date
2018-05
Material Format
Paper
Journal name
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
Publication Page
p.185-192
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Paper

Material Type
記事
Author/Editor
Hiroaki Uechi
Nobusuke Tan
Yuichiro Honda
Periodical title
The journal of physical fitness and sports medicine : JPFSM : official journal of the Japanese Society of Physical Fitness and Sports Medicine
No. or year of volume/issue
7(3):2018.5
Volume
7
Issue
3
Pages
185-192
Publication date of volume/issue (W3CDTF)
2018-05
ISSN (Periodical Title)
2186-8131
ISSN-L (Periodical Title)
2186-8131
Publication (Periodical Title)
Tokyo : The Japanese Society of Physical Fitness and Sports Medicine
Place of Publication (Country Code)
JP
Text Language Code
eng
NDLC
Target Audience
一般
Holding library
国立国会図書館
Call No.
Z76-A776
Data Provider (Database)
国立国会図書館 : 国立国会図書館雑誌記事索引
Bibliographic ID (NDL)
029009468
Bibliographic Record Category (NDL)
632

Digital

Summary, etc.
<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
Access Restrictions
インターネット公開
Data Provider (Database)
科学技術振興機構 : J-STAGE

Digital

Summary, etc.
<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>
Access Restrictions
インターネット公開
Is Referenced By
Effects of Mobile App‐Based Positive Psychology Intervention for Well‐being
References
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
Data Provider (Database)
国立情報学研究所 : CiNii Research
Bibliographic ID (NDL)
029009468
NAID
130006736410