Effects of gamification-based intervention for promoting health behaviors
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- Material Type
- 記事
- Author/Editor
- Hiroaki UechiNobusuke TanYuichiro Honda
- Author Heading
- 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
- Subject Heading
- 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
- 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
- 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
- Related Material (URI)
- 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 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
- Data Provider (Database)
- 国立情報学研究所 : CiNii Research
- Original Data Provider (Database)
- Japan Link Center雑誌記事索引データベースCrossrefCiNii ArticlesCrossref
- Bibliographic ID (NDL)
- 029009468
- NAID
- 130006736410