Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial
Open accessAbstract
Importance: Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited. Objective: To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity. Design, Setting, and Participants: The Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinical trial with a 12-week intervention period and a 12-week follow-up period. The investigation was a community-based study between December 7, 2015, and August 14, 2016. Participants in the modified intent-to-treat analysis were adults enrolled in the Framingham Heart Study, a long-standing cohort of families. Interventions: All participants tracked daily step counts using a wearable device or a smartphone, established a baseline, selected a step goal increase, and received daily individual feedback on goal performance by text message or email for 24 weeks. Families in the gamification arm could earn points and progress through levels based on physical activity goal achievement during the 12-week intervention. The game design was meant to enhance collaboration, accountability, and peer support. Main Outcomes and Measures: The primary outcome was the proportion of participant-days that step goals were achieved during the intervention period. Secondary outcomes included the proportion of participant-days that step goals were achieved during the follow-up period and the change in the mean daily steps during the intervention and follow-up periods. Results: Among 200 adults comprising 94 families, the mean age was 55.4 years, and 56.0% (n = 112) were female. During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001) and had a significantly greater increase in the mean daily steps compared with baseline (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001) than the control arm. During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001) and the mean daily steps compared with baseline (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01). Conclusions and Relevance: Gamification designed to leverage insights from behavioral economics to enhance social incentives significantly increased physical activity among families in the community. Trial Registration: clinicaltrials.gov Identifier: NCT02531763.
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Written from the paper’s full text.
TL;DR
In the BE FIT randomized clinical trial among 200 adults from 94 Framingham Heart Study families, a gamification intervention designed with behavioral economics to enhance social incentives significantly increased physical activity during a 12-week intervention. Effects declined but remained significantly greater than control during the 12-week follow-up.
Key findings
- During the 12-week intervention, the gamification arm achieved step goals on 0.53 vs 0.32 of participant-days (adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001) and had a greater increase in mean daily steps from baseline: 1661 vs 636 steps (adjusted difference, 953; 95% CI, 505-1401; P < .001).
- During the 12-week follow-up, the gamification arm remained significantly greater than control for step-goal achievement: 0.44 vs 0.33 of participant-days (adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001) and for change in mean daily steps from baseline: 1385 vs 798 steps (adjusted difference, 494; 95% CI, 170-818; P = .003).
- Overall, 97% (194/200) of participants completed the entire 24-week study; the paper reports no dropouts during the 12-week follow-up period. One control participant died for reasons deemed unrelated to the study.
Methods
- Design: community-based randomized clinical trial with a 2-week run-in, 12-week intervention, and 12-week follow-up, conducted December 7, 2015, to August 14, 2016. Participants were 200 adults comprising 94 families from the Framingham Heart Study; mean age was 55.4 years and 56.0% (n = 112) were female.
- Intervention: all participants tracked daily steps with a wearable device or smartphone, selected a step goal increase, and received daily feedback for 24 weeks. Families in the gamification arm could earn points and progress through levels during the 12-week intervention, with game elements designed to enhance collaboration, accountability, and peer support.
- Analysis: modified intent-to-treat analysis. Primary outcome was proportion of participant-days achieving step goals during the intervention; secondary outcomes included the same proportion during follow-up and change in mean daily steps. Main models used multiple imputation for missing data and step values <1000, generalized estimating equations with exchangeable correlation to account for family clustering and repeated measures, and bootstrap methods for 95% CIs and P values.
Limitations
- Stated: participants were Framingham Heart Study members, had European ancestry, and needed a smartphone or computer, which may limit generalizability; future studies should evaluate more diverse, sedentary, and high-risk samples.
- Stated: the study evaluated step counts only and did not have data on other physical activity measures, device wear time, or other health outcomes; a systematic review in type 2 diabetes found physical activity improvements did not influence clinical outcomes.
- Stated: activity in the gamification arm declined after week 20, longer-term sustainability is uncertain, and the intervention was not tested in nonfamily networks. Evident from the text: missing or <1000-step data were high during follow-up (37.0% control, 42.1% gamification), and the sample was highly educated and affluent, which may further limit generalizability.
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- Findingown data
During the follow-up period, the gamification arm had a significantly greater mean daily steps compared with baseline than the control arm (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01).
“and the mean daily steps compared with baseline (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01).”
- Also stated in: § Results · plain
“The gamification arm also had a significantly greater change in the mean daily steps than the control arm during the intervention period (adjusted difference, 953; 95% CI, 505-1401; P < .001)and during the follow-up period (adjusted difference, 494; 95% CI, 170-818; P = .003).”
Quote in the paperSubstantial claim - Also stated in: § Results · plain
- Findingown data
During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days than the control arm (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001).
“During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33;P < .001)”
- Also stated in: § Results · plain
“In the main adjusted model (Table 2), the gamification arm achieved step goals on a significantly greater proportion of participant-days than the control arm during the intervention period (adjusted difference, 0.27; 95% CI, 0.20-0.33;P < .001)and during the follow-up period (adjusted difference, 0.12; 95% CI, 0.05-0.19;P < .001).”
Quote in the paperSubstantial claim - Also stated in: § Results · plain
- Findingown data
During the follow-up period, the gamification arm achieved step goals on a significantly greater proportion of participant-days than the control arm (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001).
“During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19;P < .001)”
- Also stated in: § Results · plain
“In the main adjusted model (Table 2), the gamification arm achieved step goals on a significantly greater proportion of participant-days than the control arm during the intervention period (adjusted difference, 0.27; 95% CI, 0.20-0.33;P < .001)and during the follow-up period (adjusted difference, 0.12; 95% CI, 0.05-0.19;P < .001).”
Quote in the paperSubstantial claim - Also stated in: § Results · plain
- Findingown data
During the follow-up period, physical activity in the gamification arm declined.
“During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19;P < .001)”
- Also stated in: § Results · plain
“The proportion achieving step goals remained constant throughout the intervention period for both study arms but declined for the gamification arm during the follow-up period (Figure 2).”
Quote in the paperNot a substantial claim - Also stated in: § Results · plain
- Findingown data
In the gamification arm, the change in daily steps from baseline began near 1550 in week 1 and ranged between 1400 and 1900 during the rest of the intervention period.
“In the gamification arm, the change in daily steps from baseline began near 1550 in week 1 and ranged between 1400 and 1900 during the rest of the intervention period.”
Quote in the paperNot a substantial claim
- Findingown data
During the intervention period, the gamification arm had a significantly greater increase in mean daily steps from baseline than the control arm (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001).
“and had a significantly greater increase in the mean daily steps compared with baseline (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001)than the control arm.”
- Also stated in: § Results · plain
“The gamification arm also had a significantly greater change in the mean daily steps than the control arm during the intervention period (adjusted difference, 953; 95% CI, 505-1401; P < .001)and during the follow-up period (adjusted difference, 494; 95% CI, 170-818; P = .003).”
Quote in the paperSubstantial claim - Also stated in: § Results · plain
- Findingown data
The mean increase from baseline among participants in the gamification arm was approximately 1700 steps.
“The mean increase from baseline among participants in the gamification arm was approximately 1700 steps, which is almost an additional 1 mile per day.33”
Quote in the paperSubstantial claim - Findingown data
During intervention weeks 1-12, the gamification arm had greater steps per day than control (8905 vs 8298; adjusted difference 953, 95% CI 505-1401, P<.001).
“Steps per day | 8298 (3836) | 8905 (3382) | 953 (505-1401) | <.001 | 1004 (545-1463) | <.001”
Quote in the paperSubstantial claim - Findingown data
During intervention weeks 1-12, the gamification arm had a greater proportion of participant-days achieving the step goal than control (0.53 vs 0.32; adjusted difference 0.27, 95% CI 0.20-0.33, P<.001).
“Proportion of participant-days | 0.32 (0.24) | 0.53 (0.29) | 0.27 (0.20-0.33) | <.001 | 0.26 (0.20-0.33) | <.001”
Quote in the paperSubstantial claim - Findingown data
During follow-up weeks 13-24, the gamification arm had a greater proportion of participant-days achieving the step goal than control (0.44 vs 0.33; adjusted difference 0.12, 95% CI 0.05-0.19, P<.001).
“Proportion of participant-days | 0.33 (0.20) | 0.44 (0.22) | 0.12 (0.05-0.19) | <.001 | 0.12 (0.05-0.19) | <.001”
Quote in the paperSubstantial claim - Findingown data
During follow-up weeks 13-24, the gamification arm had greater steps per day than control (8629 vs 8460; adjusted difference 494, 95% CI 170-818, P=.003).
“Steps per day | 8460 (3186) | 8629 (2783) | 494 (170-818) | .003 | 523 (184-862) | .003”
Quote in the paperSubstantial claim - Premisecitation
Individual health behaviors are influenced by social networks.
“Evidence indicates that individual health behaviors are influenced by social networks, [16][17][18][19]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [16][17][18][19]
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- Premisecitation
Prior work has demonstrated that the activity tracking devices accurately track step counts.
“Prior work has demonstrated that these devices accurately track step counts.21”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [21]
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- Study design and conductcitation
Daily step values less than 1000 were ignored to prevent potential downward bias because evidence indicates they are unlikely to represent actual activity.
“To prevent potential downward bias, we ignored any daily values less than 1000 steps because evidence indicates that these values are unlikely to represent capture of actual activity.[22][23][24]”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [22][23][24]
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- Premisecitation
Individuals tend to be more motivated by losses than gains.
“individuals tend to be more motivated by losses than gains, 13”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [13]
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- Study design and conductnone given
Other participant characteristics were similar between study arms.
“Other participant characteristics were similar between study arms.”
Quote in the paperNot a substantial claim - Premisecitation
Individuals tend to be more motivated for aspirational behavior around temporal landmarks, such as the beginning of the week (the fresh start effect).
“individuals tend to be more motivated for aspirational behavior around temporal landmarks, such as the beginning of the week (the fresh start effect).28”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [28]
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- Premisecitation
Precommitment has been demonstrated to motivate behavior change.
“Precommitment has been demonstrated to motivate behavior change.25,26”
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- Study design and conductown data
Secondary analyses using only collected data demonstrated similar results.
“Sensitivity analyses that adjusted for the tracking device of participant activity demonstrated similar results (Table 2), as did secondary analyses using only collected data (eTable 6 and eTable 7 in Supplement 2).”
Quote in the paperNot a substantial claim - Study design and conductown data
Ninety-seven percent (194 of 200) of participants completed the entire 24-week study.
“Ninety-seven percent (194 of 200) of participants completed the entire 24-week study.”
Quote in the paperNot a substantial claim - Study design and conductown data
The percentage increase in participant step goals from baseline was not significantly different between study arms (P = .74).
“The percentage increase in participant step goals from baseline was not significantly different between study arms (P = .74),with a mean (SD) of 2722 (1740) steps in the control arm and 2340 (1153) steps in the gamification arm.”
Quote in the paperNot a substantial claim - Study design and conductown data
Sensitivity analyses that adjusted for the tracking device of participant activity demonstrated similar results.
“Sensitivity analyses that adjusted for the tracking device of participant activity demonstrated similar results (Table 2), as did secondary analyses using only collected data (eTable 6 and eTable 7 in Supplement 2).”
Quote in the paperNot a substantial claim - Premisecitation
Behavior is often better sustained by variable than constant reinforcement.
“behavior is often better sustained by variable than constant reinforcement, 27”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [27]
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- Premisecitation
Evidence on the effectiveness of gamification is inconsistent.
“evidence on its effectiveness is inconsistent, [8][9][10]34”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [8][9][10]34
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- Interpretationown data
Gamification designed using insights from behavioral economics to enhance social incentives within families significantly increased physical activity during the 12-week intervention.
“In this trial, we found that gamification designed using insights from behavioral economics to enhance social incentives within families significantly increased physical activity during the 12-week intervention.”
- Also stated in: § Abstract · plain
“Gamification designed to leverage insights from behavioral economics to enhance social incentives significantly increased physical activity among families in the community.”
Quote in the paperSubstantial claim - Also stated in: § Abstract · plain
- Premisecitation
Most study designs have not appropriately incorporated theories from health behavior.
“most study designs have not appropriately incorporated theories from health behavior. [8][9][10]”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [8][9][10]
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- Premisecitation
Zhang and colleagues tested interventions among groups of anonymous individuals.
“Zhang and colleagues tested interventions among groups of anonymous individuals.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [35]
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- cites [36]
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- Interpretationown data
These findings demonstrate the potential for leveraging incentives within social networks to change health behaviors.
“These findings demonstrate the potential for leveraging incentives within social networks to change health behaviors.”
Quote in the paperSubstantial claim - Interpretationown data
The findings suggest that gamification may offer a promising approach to change health behaviors if designed using insights from behavioral economics to enhance social incentives.
“Our findings suggest that gamification may offer a promising approach to change health behaviors if designed using insights from behavioral economics to enhance social incentives.”
Quote in the paperSubstantial claim - Interpretationown data
Compared with a control group of families in the community, a social incentive-based gamification intervention among families was effective at increasing physical activity.
“Compared with a control group of families in the community, a social incentive-based gamification intervention among families was effective at increasing physical activity.”
Quote in the paperSubstantial claim - Premisecitation
A systematic review of studies among individuals with type 2 diabetes found that improvements in physical activity, including steps and minutes of activity, did not influence clinical outcomes.
“a systematic review 40 of studies among individuals with type 2 diabetes found that improvements in physical activity, including steps and minutes of activity, did not influence clinical outcomes.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [40]
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- Premisecitation
Over 6 months, the 2 incentive groups in the Finkelstein study had greater physical activity than the controls.
“Over 6 months, the 2 incentive groups had greater physical activity than the controls.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [37]
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- Interpretationreasoning
The sample characteristics may limit generalizability.
“which may limit generalizability.”
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- May combine two claims. 15
- Classified as probably not a substantial claim. 26
- The quote only partly states this claim. 1
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Findingown dataIn the control arm, the change in daily steps from baseline was near 1000 in week 1, declined to less than 400 by week 5, and then increased to near 800 by week 12.
“In the control arm, the change in daily steps from baseline was near 1000 in week 1, declined to less than 400 by week 5, and then increased to near 800 by week 12 (Figure 3).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataOne participant in the control arm died for reasons deemed unrelated to the study, and no other major adverse events were reported.
“One participant in the control arm died for reasons deemed by the institutional review boards and data and safety monitoring board as unrelated to the study.No other major adverse events were reported (eTable 8 in Supplement 2).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationEnrollment rates were significantly higher than those of previous similar studies.
“enrollment rates were significantly higher than those of previous similar studies, [13][14][15]”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13][14][15]
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Findingnone givenActivity levels in the gamification arm declined in the follow-up period, more quickly after week 20.
“However, activity levels in the gamification arm declined in the follow-up period, more quickly after week 20.”
Quote in the paperSubstantial claimThe quote only partly states this claim.
Findingown dataOverall during the follow-up period, physical activity levels remained significantly greater in the gamification arm than in the control arm.
“Overall during the follow-up period, physical activity levels remained significantly greater in the gamification arm.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAll investigators, statisticians, and data analysts were masked to study arm assignments until the study and analysis were completed.
“All investigators, statisticians, and data analysts were masked to study arm assignments until the study and analysis were completed.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
PremisecitationBy incorporating insights from behavioral economics, approaches could be designed to anticipate predictable barriers to behavior change.
“By incorporating insights from behavioral economics, approaches could be designed to anticipate predictable barriers to behavior change.[12][13][14][15]”
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PremisecitationGamification is increasingly being used in digital health interventions to promote changes in health behaviors, such as physical activity.
“Gamification, the application of game design elements such as points and levels in nongame contexts, is increasingly being used in digital health interventions to promote changes in health behaviors, such as physical activity.[4][5][6][7]”
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PremisecitationSocial incentives are ubiquitous and could be leveraged within gamification interventions to provide a scalable, low-cost approach to increase engagement.
“Social incentives, or the influences that motivate individuals to adjust their behaviors based on social ties or connections, are ubiquitous and could be leveraged within gamification interventions to provide a scalable, low-cost approach to increase engagement.16”
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PremisecitationThe rapidly expanding availability of mobile technologies such as wearable devices and smartphones provides a platform to monitor daily health behaviors and to deploy interventions on a broader scale.
“The rapidly expanding availability of mobile technologies such as wearable devices and smartphones provides a platform to monitor daily health behaviors and to deploy interventions on a broader scale.11”
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PremisecitationEvidence on the effectiveness of gamification is limited, and most applications have not appropriately leveraged principles from theories of health behavior.
“Whereas interest in these approaches is growing, evidence on their effectiveness is limited, and most applications have not appropriately leveraged principles from theories of health behavior.[8][9][10]”
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Study design and conductown dataThe trial protocol was approved by the institutional review boards at the University of Pennsylvania and Boston University Medical Center.
“The trial protocol is available in Supplement 1 and was approved by the institutional review boards at the University of Pennsylvania and Boston University Medical Center.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataFamilies composed of 2 or 3 members were randomly assigned to a study arm using a computerized random number generator with block sizes of 2 families stratified on family size.
“Families composed of 2 or 3 members were randomly assigned to a study arm.A computerized random number generator was used with block sizes of 2 families stratified on family size.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductreasoningBaseline step count was estimated using the second week of run-in data, ignoring the first week to diminish potential upward bias from higher activity during initial device use.
“During this run-in period, we estimated a baseline step count using the second week of data.The first week of data was ignored to diminish the potential upward bias of the estimate from higher activity during initial device use.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductcitationMultiple imputation was used for data that were missing and for step values less than 1000.
“For the main analysis, we used multiple imputation (using the mice package in the R Project for Statistical Computing) for data that were missing and step values less than 1000.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataDuring the intervention period, step data that were missing or had values less than 1000 steps per day represented 12.7% of observations in the control arm and 10.1% in the gamification arm; during follow-up these percentages increased to 37.0% and 42.1%, respectively.
“During the intervention period, step data that were missing or had values less than 1000 steps per day represented 12.7% (1090 of 8568 participantdays) of observations in the control arm and 10.1% (835 of 8232 participant-days) of observations in the gamification arm.During the follow-up period, these percentages increased to 37.0% (3166 of 8568) and 42.1% (3462 of 8232), respectively (eTable 5 in”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductown dataMean baseline daily steps were 7662 in the control arm and 7244 in the gamification arm, which were not significantly different (P = .41).
“The mean (SD) numbers of participant baseline daily steps were 7662 (3378) in the control arm and 7244 (3368) in the gamification arm, which were not significantly different (P = .41).”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductreasoningAll randomly assigned participants who received an intervention (n = 200) were included in the modified intent-to-treat analysis.
“All other randomly assigned participants who received an intervention (n = 200) were included in the modified intentto-treat analysis.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe prespecified main model adjusted for baseline steps and calendar month fixed effects.
“The prespecified main model also adjusted for baseline steps and calendar month fixed effects.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA data and safety monitoring board met before the start of the study and after the intervention and follow-up periods were completed.
“A data and safety monitoring board met before the start of the study and after the intervention and follow-up periods were completed.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductcitationA priori, a sample of at least 170 participants (85 per study arm) would ensure 80% power to detect a 0.15 difference in the proportion of participant-days that step goals were achieved between study arms, with a 2-sided alpha level of .05 and accounting for clustering at the level of the family.
“A priori, we estimated that a sample of at least 170 participants (85 per study arm) would ensure 80% power to detect a 0.15 difference in the proportion of participant-days that step goals were achieved between study arms, with a 2-sided α level of .05 and accounting for clustering at the level of the family.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductcitationAdjusted analyses used generalized estimating equations with an exchangeable correlation structure to account for correlation within a family cluster and among a participant's repeated observations.
“In adjusted analyses, models were fit with generalized estimating equations (using the geeglm function in the R Project for Statistical Computing) with an exchangeable correlation structure to account for the correlation within a family cluster and among a participant's repeated observations.30”
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InterpretationreasoningThe use of family networks is a strength of our study design.
“The use of family networks is a strength of our study design because these relationships are widespread and long-standing.”
Quote in the paperNot a substantial claim- Rests on an assumption: Family networks are widespread and long-standing.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenThe use of wearable devices and smartphones may offer a scalable approach to deliver these types of interventions on a broader scale.
“The use of wearable devices and smartphones may offer a scalable approach to deliver these types of interventions on a broader scale.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningBecause this intervention offered only trivial material reward (a coffee mug), it could be deployed more widely at low cost.
“Because this intervention offered only trivial material reward (a coffee mug), it could be deployed more widely at low cost.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThe mean increase of approximately 1700 steps is almost an additional 1 mile per day.
“The mean increase from baseline among participants in the gamification arm was approximately 1700 steps, which is almost an additional 1 mile per day.33”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [33]
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PremisecitationA study by Finkelstein and colleagues randomly assigned 800 adults to control, activity monitoring, cash incentives, or charity incentives.
“A study by Finkelstein and colleagues 37 randomly assigned 800 adults to control, activity monitoring, cash incentives, or charity incentives.”
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PremisereasoningThe Zhang and colleagues studies were conducted among graduate students and offered financial incentives, making the effect of social incentives more challenging to isolate and apply to the general community.
“these studies were conducted among graduate students, and financial incentives were also offered, making the effect of social incentives more challenging to isolate and apply to the general community.”
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PremisecitationSeveral retrospective studies have identified associations between social networks and health behaviors.
“several retrospective studies [17][18][19] have identified associations between social networks and health behaviors”
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InterpretationreasoningThe trial findings indicate that gamification and social incentive approaches could be more effective if designed to leverage insights from behavioral economics.
“Our findings indicate that these approaches could be more effective if designed to leverage insights from behavioral economics.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationStep counts are most commonly displayed by wearable devices and have been successfully used in interventions to improve clinical outcomes across different populations.
“Step counts are most commonly displayed by wearable devices and have been successfully used in interventions to improve clinical outcomes across different populations.33”
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PremisecitationIn the Finkelstein study, the effects and the use of the activity tracking device declined during the 6 months after incentives ceased.
“However, these effects and the use of the activity tracking device declined during the 6 months after incentives ceased.”
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Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenWe evaluated physical activity using step counts and did not have data on other measures of physical activity, device wear time, or other health outcomes.
“we evaluated physical activity using step counts and did not have data on other measures of physical activity, device wear time, or other health outcomes.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductcitationParticipants were members of the Framingham Heart Study, had European ancestry, and needed either a smartphone or a computer.
“participants were members of the Framingham Heart Study, had European ancestry, and needed either a smartphone or a computer, 38”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [38]
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationMore physical activity is associated with greater health benefits for all individuals.
“more physical activity is associated with greater health benefits for all individuals, 39”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [39]
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenWe did not test the effect of the intervention in nonfamily networks.
“we did not test the effect of the intervention in nonfamily networks.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
More rigorous and prospective evaluations of social network influences on health behaviors in community settings are lacking.
“but more rigorous and prospective evaluations in community settings are lacking.”
The paper relies on this without support.
Few studies have evaluated the effects of social networks on health behaviors prospectively.
“there have been few studies evaluating effects prospectively.”
The paper relies on this without support.
Family networks are widespread and long-standing.
“these relationships are widespread and long-standing.”
The paper relies on this without support.
Financial incentives may create effects that do not persist over time.
“approaches using financial incentives have raised concern regarding their potential to create effects that do not persist over time.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
One third of wearable users completely discontinue using their devices after six months.
“One third of wearable users completely discontinue using their devices after six months.257”
From Wearables in Medicine (2018) · cites this paper as [257]
The Results (page unavailable) report that 97% of participants completed the 24-week study and that 37.0%–42.1% of follow-up participant-days had missing or very low step counts. Neither measure establishes how many users completely stopped using their devices. The Limitations (page unavailable) state that the study had no device-wear-time data; searches for six-month discontinuation found no such estimate. (LLM, conf=0.76)
Experimental — accuracy not yet measuredPhysical activity interventions, including texting, gamification and social or financial incentives, can promote physical activity.
“PA interventions, including texting, gamification and social or financial incentives, can promote PA”
From Smart wearable devices in cardiovascular care: Where we are and how to move forward (2021) · cites this paper as [41]
In the BE FIT Framingham trial, the gamification group had a significant increase in mean daily steps from baseline compared with the control group (adjusted difference 953, 95% CI 505-1,401).
“In the BE FIT Framingham trial41, involving 200 participants from 94 families, participants in the gamification group were more likely to achieve step goals and had a significant increase in mean daily steps from baseline compared with the control group (1,661 versus 636 increase; adjusted difference 953, 95% CI 505–1,401)41.”
From Smart wearable devices in cardiovascular care: Where we are and how to move forward (2021) · cites this paper as [41]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Overall mean age is below both study-arm means
MinorThe reported overall mean age is 55.4 years, but Table 1 gives mean ages of 56.2 and 55.7 years for the two arms. An overall mean cannot be lower than both group means.
“The mean age of participants was 55.4 years”
“| Age, mean (SD), y | 56.2 (10.1) | 55.7 (9.7) |”
Control-arm baseline step-count SD differs between text and table
MinorThe Results text reports a control-arm baseline step-count SD of 3378, whereas Table 1 reports 3776 for the same mean of 7662.
“The mean (SD) numbers of participant baseline daily steps were 7662 (3378) in the control arm and 7244 (3368) in the gamification arm”
“| Baseline step count, mean (SD) | 7662 (3776) | 7244 (3368) |”
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Flagged first, then by citations
Research works printed but not linked: 1
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Cited by
Sorted by citations
Smart wearable devices in cardiovascular care: Where we are and how to move forward
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70-year legacy of the Framingham Heart Study
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Self-citation
- Authors
- Patel, M. S., Benjamin, E. J., Volpp, K. G., Fox, C. S., Small, D. S., Massaro, J. M., Lee, J. J., Hilbert, V., Valentino, M., Taylor, D. H., Manders, E. S., Mutalik, K., Zhu, J., Wang, W., & Murabito, J. M.
- Affiliations
- Philadelphia VA Medical Center (US)
- Boston University (US)
- Merck & Co., Inc., Rahway, NJ, USA (United States) (US)
- University of Pennsylvania (US)
- Framingham Heart Study (US)
- Corresponding author
- Patel, Mitesh S.
- ORCID
- Venue
- JAMA Internal Medicine
- Publisher
- American Medical Association (AMA)
- Published
- 2017-11-01
- Volume
- 177
- Issue
- 11
- Pages
- 1586
- ISSN
- 2168-6106 (ISSN-L)
- PMC
- PMC5710273
- OpenAlex
- W2764050853
- Semantic Scholar
- c389a075c1de2728a254cafe4e5614610cc84daf
- Cited by
- 218
- References
- 49
- Citations by year
- 2026: 10 · 2025: 21 · 2024: 32 · 2023: 21 · 2022: 28 · 2021: 41 · 2020: 26 · 2019: 26 · 2018: 12 · 2017: 1
- FWCI
- 35.87
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- JAMA Internal Medicine (publishedVersion)
- Europe PMC (PubMed Central) (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- Funders
- National Institute on Aging (P30AG034546)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Keywords
- gamification, social incentives, step count goals, wearable activity trackers, behavioral economics, peer support, accountability, digital health interventions, Framingham Heart Study, community-based intervention, points and levels, social norms
- MeSH terms
- Family Health, Female, Games, Experimental, Goals, Humans, Male, Middle Aged, Motivation, Exercise, Walking, Monitoring, Ambulatory
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-09.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-09.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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