Cited by 13Physical Activity and HealthMobile Health and mHealth ApplicationsEducational Games and Gamification

Gamifying accelerometer use increases physical activity levels of individuals pre-disposed to type II diabetes

Open access
Francis, Shelby L., Simmering, Jacob E., Polgreen, Linnea A., Evans, Nicholas J., Hosteng, Katie R., Carr, Lucas J., Cremer, James F., Coe, Sarah +3 more·2021·Preventive Medicine Reports

Abstract

Physical activity is important for preventing obesity and diabetes, but most obese and pre-diabetic patients are not physically active. We developed a Fitbit-based game called MapTrek that promotes walking. We recruited obese and pre-diabetic patients. Half were randomly assigned to the control group and given a Fitbit alone. The others were given a Fitbit plus MapTrek. The MapTrek group participated in 6 months of weekly virtual races. Each week, participants were placed in a race with 9 others who achieved a similar number of steps in the previous week's race. Participants moved along the virtual route by the steps recorded on their Fitbit and received daily walking challenges via text message. Text messages also had links to the race map and leaderboard. We used a Bayesian mixed effects model to analyze the number of steps taken during the intervention. A total of 192 (89%) participants in the control group and 196 (91%) in the MapTrek group were included in the analyses. MapTrek significantly increased step counts when it began: MapTrek participants walked almost 1,700 steps more than the control group on the first day of the intervention. We estimate that there is a 97% probability that the effect of MapTrek is at least 1,000 additional steps per day throughout the course of the 6-month intervention and that MapTrek participants would have walked an additional 81 miles, on average, before the effect ended. Our MapTrek intervention led to significant extra walking by the MapTrek participants.

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  • A 6-month study of 200 patients in a Fitbit-based game found participants walked 1700 steps more than the control group, though only 50% were consistently wearing their Fitbit by the end.

    “Similarly, a 6-month study of 200 patients who participated in a Fitbit based game found participants walked 1700 steps more than the control group, though only 50% of participants were consistently wearing their Fitbit by the end of the trial.”

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Authors
Francis, S. L., Simmering, J. E., Polgreen, L. A., Evans, N. J., Hosteng, K. R., Carr, L. J., Cremer, J. F., Coe, S., Cavanaugh, J. E., Segre, A. M., & Polgreen, P. M.
Affiliations
University of Iowa (US)
Corresponding author
Polgreen, Philip M.
Venue
Preventive Medicine Reports
Publisher
Elsevier BV
Published
2021-09
Volume
23
Pages
101426
ISSN
2211-3355 (ISSN-L)
OpenAlex
W3168328595
Cited by
13
References
48
Citations by year
2026: 2 · 2025: 4 · 2024: 4 · 2023: 1 · 2022: 2
FWCI
1.10
Type
journal article
Language
en
Open access
Locations
  • Preventive Medicine Reports (publishedVersion, cc-by-nc-nd)
  • PubMed Central (publishedVersion, cc-by-nc-nd)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
  • National Institutes of Health (UL1TR002537)
  • National Institute of Diabetes and Digestive and Kidney Diseases (5R21DK108019)
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
gamification, physical activity, walking, type 2 diabetes prevention, prediabetes, obesity, Fitbit, wearable accelerometers, step count, leaderboards

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