Gamifying Accelerometer Use Increases Physical Activity Levels of Sedentary Office Workers
Open accessAbstract
Background: Sedentary work is hazardous. Over 80% of all US jobs are predominantly sedentary, placing full‐time office workers at increased risk for cardiovascular and metabolic morbidity and mortality. Thus, there is a critical need for effective workplace physical activity interventions. MapTrek is a mobile health platform that gamifies Fitbit use for the purpose of promoting physical activity. The purpose of this study was to test the efficacy of MapTrek for increasing daily steps and moderate‐intensity steps over 10 weeks in a sample of sedentary office workers. Methods and Results: Participants included 146 full‐time sedentary office workers aged 21 to 65 who reported sitting at least 75% of their workday. Each participant received a Fitbit Zip to wear daily throughout the intervention. Participants were randomized to either a: (1) Fitbit‐only group or 2) Fitbit + MapTrek group. Physical activity outcomes and intervention compliance were measured with the Fitbit activity monitor. The Fitbit + MapTrek group significantly increased daily steps (+2092 steps per day) and active minutes (+11.2 min/day) compared to the Fitbit‐only arm, but, on average, participants’ steps declined during the study period. Conclusions: MapTrek is an effective approach for increasing physical activity at a clinically meaningful level in sedentary office workers, but as with accelerometer use alone, the effect decreases over time. Clinical Trial Registration: URL : https://www.clinicaltrials.gov . Unique identifier: NCT 03109535.
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Physical 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 [42]
In another gamification study, participants with MapTrek had an average of 1,455 more steps per day and 89.6 additional active minutes per week than the Fitbit-only group.
“Participants with MapTrek had an average of 1,455 more steps per day and 89.6 additional active minutes per week than the Fitbit-only group42.”
From Smart wearable devices in cardiovascular care: Where we are and how to move forward (2021) · cites this paper as [42]
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Exercise in Obesity—the Role of Technology in Health Services: Can This Approach Work?
Dobbie, L. J., Tahrani, A. A., Alam, U., James, J., Wilding, J. P. H., & Cuthbertson, D. J. (2021) · Current Obesity Reports · doi:10.1007/s13679-021-00461-x · Cited by 26 · see citing works
Lee, D., Frey, G. C., Cothran, D. J., Harezlak, J., & Shih, P. C. (2022) · JMIR Formative Research · doi:10.2196/35701 · Cited by 27 · see citing works
“Gamified mobile technology is a particularly promising tool that can increase PA and reduce sedentary time while also meeting the unique needs and interests of these individuals [35-37].”
BackgroundYfantidou, S., Sermpezis, P., & Vakali, A. I. (2023) · ACM Transactions on Computing for Healthcare · doi:10.1145/3592621 · Cited by 33 · see citing works
“Recognition is implemented through competition leaderboards and podiums [9, 20, 27, 36, 40, 55, 62, 69, 77, 105, 118, 120, 150, 163, 167, 172, 182, 195, 197], social network posts about winner teams or users [30], physical”
BackgroundInfluentialFalk, G. E., Mailey, E. L., Okut, H., Rosenkranz, S. K., Rosenkranz, R. R., Montney, J. L., & Ablah, E. A. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19116401 · Cited by 25 · see citing works
“workforce, as approximately 80% of employees work in sedentary jobs [7].”
BackgroundYu, T., Parry, M. J. E., Yu, T., Xu, L., Wu, Y., Zeng, T., Leng, X., Tong, Q., & Li, F. (2024) · JMIR Serious Games · doi:10.2196/64410 · Cited by 22 · see citing works
“Gamification, defined as the use of game design elements in nongame contexts [13], has shown promise in promoting adherence to PA among adults [14], offering a novel approach to modifying health behaviors [15].”
Pekas, E. J., Allen, M. F., & Park, S. (2023) · Journal of Applied Physiology · doi:10.1152/japplphysiol.00730.2022 · Cited by 19 · see citing works
Dabkowski, E., Porter, J. E., Barbagallo, M. S., Prokopiv, V., Snell, C., & Missen, K. (2023) · Cogent Psychology · doi:10.1080/23311908.2023.2186327 · Cited by 19 · see citing works
“Office workers spend approximately 89% of their working hours in a sitting position, placing them at increased risk of health consequences due to their sedentary behaviour (Gremaud et al., 2018).”
BackgroundPrisms of Neuroscience: Frameworks for Thinking About Educational Gamification
Serice, L. (2023) · AI Computer Science and Robotics Technology · doi:10.5772/acrt.13 · Cited by 18 · see citing works
Wearable devices and cardiovascular health: revolutionizing remote monitoring and disease prevention
Hughes, A. M., Taylor, D. J., Morris, P. D., & Brittain, E. L. (2026) · European Heart Journal · doi:10.1093/eurheartj/ehag189 · Cited by 23 · see citing works
“42 Strategies such as individualized feedback with personalized text messages, 43 adaptive goal setting, 44 or gamification 45,46 have been leveraged to enhance engagement with mixed results.”
Jansson, M. M., Koivisto, J., & Pikkarainen, M. A. (2020) · Journal of Clinical Nursing · doi:10.1111/jocn.15246 · Cited by 16 · see citing works
“Prior research on gamified health behaviour support systems has indicated that, for example reminders by a short text messages are beneficial in engaging the patients in the desired behaviour (Allam, Kostova, Nakamoto, & Schulz, 2015; Gremaud et al., 2018; Thorsteinsen, Vittersø, & Svendsen, 2014).”
BackgroundMonroe, C. M., Cai, B., Edney, S. M., Jake‐Schoffman, D. E., Brazendale, K., Bucko, A., Armstrong, B., Yang, C., & Turner‐McGrievy, G. M. (2023) · International Journal of Behavioral Nutrition and Physical Activity · doi:10.1186/s12966-023-01530-1 · Cited by 19 · see citing works
“These represent clinically meaningful, health-promoting PA values that could have an impact-ful effect at the population level [2, 97] and are situated among mixed short-term findings from previous gamification PA RCTs using device-based measures among adults [37, 49–55, 66, 68, 69, 71, 72, 98–102].”
BackgroundAcker, J. G., Golubnitschaja, O., Büttner‐Teleagă, A., & Richter, K. (2021) · The EPMA Journal · doi:10.1007/s13167-021-00250-5 · Cited by 15 · see citing works
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., et al. (2021) · Preventive Medicine Reports · doi:10.1016/j.pmedr.2021.101426 · Cited by 13 · see citing works
“(Gremaud et al., 2018) However, neither the longterm effectiveness of MapTrek nor the effectiveness among participants at risk for T2D have been evaluated.”
BackgroundSelf-citationAn umbrella review of efficacy of digital health interventions for workers
Iwakura, M., Ozeki, C., Jung, S., Yamazaki, T., Miki, T., Nohara, M., & Nomura, K. (2025) · npj Digital Medicine · doi:10.1038/s41746-025-01578-2 · Cited by 18 · see citing works
From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists
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“For example, the Fitbit , a smartwatch with physical fitness and activity trackers, has been used as a gamified physical activity intervention in research seeking to reduce sedentary habits in adults and promote long-term social, physical, and cognitive effects [39, 71].”
Krath, J., Dijkstra-Silva, S., Morschheuser, B., & von Korflesch, H. F. O. (2024) · Internet Research · doi:10.1108/intr-06-2024-1000 · Cited by 13 · see citing works
“…behave or interact with the application were mostly used in gamification apps (either for smartphones (Kotsopoulos et al. , 2023; Oppong-Tawiah et al. , 2020) or web apps (Brown et al. , 2020; Dadaczynski et al. , 2017; Gremaud et al. , 2018; Iria et al. , 2020) in the form of push notifications.”
InfluentialOccupational sitting and work engagement among university employees
Jones, R., Credeur, D. P., & McCoy, S. M. (2021) · Journal of American College Health · doi:10.1080/07448481.2021.1899189 · Cited by 12 · see citing works
Hosteng, K. R., Simmering, J. E., Polgreen, L. A., Cremer, J. F., Segre, A. M., Francis, S. L., Whitaker, K. M., Polgreen, P. M., & Carr, L. J. (2021) · Journal of Physical Activity and Health · doi:10.1123/jpah.2020-0592 · Cited by 12 · see citing works
Self-citationWearable Monitors Facilitate Exercise in Adult and Pediatric Stem Cell Transplant
Pottebaum, E., Warmoth, A., Ayyappan, S. R., Dickens, D. S., Jethava, Y. S., Modi, A. J., Tomasson, M. H., Carr, L. J., & Bates, M. L. (2021) · Exercise and Sport Sciences Reviews · doi:10.1249/jes.0000000000000258 · Cited by 7 · see citing works
“Wearable-based interventions can be delivered via the internet (55) and provided in game-based formats that may be more engaging for young patients (2).”
BackgroundSelf-citationLiopep: A Gamified Casual Exergame Application to Help Office Workers Not be Active Couch Potatoes
Berglund, A., Jedel, I., Orädd, H., Fallström, J., & Berglund, E. (2023) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah57547.2023.10253779 · Cited by 7 · see citing works
“Gamification has been used for many purposes [41], including intraorganizational systems [42, 43], health interventions [44, 45], gamifying exercises [46], and to get office workers to take physical breaks [22, 47].”
BackgroundRogers, E. M., Banks, N. F., Trachta, E. R., Wolf, M. S., Berry, A. C., Stanhewicz, A. E., Carr, L. J., Gibbs, B. B., & Jenkins, N. D. M. (2024) · Experimental Physiology · doi:10.1113/ep091535 · Cited by 12 · see citing works
Self-citationFactors for adherence to a physical activity promotion program in the workplace: a systematic review
Grimaud, Q., Malloggi, L., Moret, L., Rowe, F., Fleury‐Bahi, G., & Tripodi, D. (2025) · BMC Public Health · doi:10.1186/s12889-025-22775-4 · Cited by 8 · see citing works
“…based on the learning theory [71, 121, 126, 127, 143, 149], seven studies on the self-determination continuum theory [118, 120, 121, 132, 142, 150, 151] two studies on the goal-setting theory [113, 114], two studies on the theory of planned behavior [114, 132], and one study combined SCT, TTM and…”
Gaffey, A. E., Hooker, S. A., Lampert, R., Gehi, A. K., & Rosman, L. (2025) · Current Cardiology Reports · doi:10.1007/s11886-025-02234-7 · Cited by 4 · see citing works
“In particular, studies that used gamification techniques to set adaptive goals (vs. static baseline goals) with small, immediate rewards (vs. delayed rewards) were among the most effective at increasing daily step count and promoting overall physical activity [37].”
Ryu, H., Jung, J.-Y., & Moon, J. (2020) · Journal of Occupational and Environmental Medicine · doi:10.1097/jom.0000000000002130 · Cited by 4 · see citing works
Nicolson, G., Hayes, C. B., & Darker, C. D. (2020) · Pilot and Feasibility Studies · doi:10.1186/s40814-020-00716-9 · Cited by 4 · see citing works
“Studies using mHealth to promote PA and reduce SB in the workplace found significant reductions in sedentary time in women [54], where the outcomes were increasing daily steps [55, 56], or reductions in computer use as a proxy for SB [57].”
MethodTetmeyer, L. L., Farkas, N., Steinbrink, G. M., Mellen, K., Litton, E., Gorzelitz, J., Schroeder, M. C., Moon, C., & Carr, L. J. (2025) · Journal of Cancer Education · doi:10.1007/s13187-025-02770-4 · Cited by 3 · see citing works
Self-citationTHE RELATIONSHIP BETWEEN HEAD POSTURE AND LEVEL OF PHYSICAL ACTIVITY IN OFFICE WORKERS
Veseta, U., Upeniece, I., Onževs, O., Liepiņa, I., & Lice, I. (2020) · SOCIETY INTEGRATION EDUCATION Proceedings of the International Scientific Conference · doi:10.17770/sie2020vol6.5091 · Cited by 3 · see citing works
“The Relationship Between Head Posture and Level of Physical Activity in Office Workers By dividing the data obtained into three sub-groups according to the levels of physical activity: 1-minimum required physical activity, 2-almost sufficient physical activity and 3-health-enhancing physical activity, the relationship…”
BackgroundInfluentialCould Gamification Present a Significant Topic for the Philosophy of Sport?
Hurych, E. (2021) · Studia sportiva · doi:10.5817/sts2021-1-5 · Cited by 3 · see citing works
“The context of lifestyle elements and a sedentary life also presents quite a frequent topic for some authors (e. g. Broom and Flint, 2018; Gremaud et al., 2018; Martínez-Gonzales, 1999).”
BackgroundGrech, E. M., Briguglio, M., & Said, E. (2024) · MethodsX · doi:10.1016/j.mex.2024.102551 · Cited by 3 · see citing works
“On the basis of previous literature [6] , the expected difference in daily steps between the gamified intervention groups and those in an active control group using a wearable device was around 2000 steps per day.”
BackgroundMethodDoes Gamified Breath-Biofeedback Promote Adherence, Relaxation, and Skill Transfer in the Wild?
Silva, D. R. D. C., & Gutiérrez‐Osuna, R. (2024) · IEEE Transactions on Affective Computing · doi:10.1109/taffc.2024.3428390 · Cited by 3 · see citing works
“Our findings are consistent with prior studies [17], [54], [55] that found increased adherence for gamified healthcare interventions.”
Pressure Sensor Substrate for Prolonged Sitting and Posture Monitoring
Lim, R., & Sikkandhar, M. (2021) · IEEE Electronics Packaging Technology Conference (EPTC) · doi:10.1109/eptc53413.2021.9663903 · Cited by 3 · see citing works
Kim, J., Mizushima, R., Nishida, K., Morimoto, M., & Nakata, Y. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192416859 · Cited by 3 · see citing works
Wilson, S. L., Crosley‐Lyons, R., Junk, J., Hasanaj, K., Larouche, M. L., Hollingshead, K. E., Gu, H., Whisner, C. M., Sears, D. D., & Buman, M. P. (2023) · JMIR Research Protocols · doi:10.2196/45133 · Cited by 4 · see citing works
“Breaking up prolonged bouts of sitting attenuates the negative health outcomes associated with sedentary behavior [14-20], likely due to postural change and contraction of large skeletal muscle groups [13].”
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Self-Tracking Technology for mHealth: A Systematic Review and the PAST SELF Framework.Preprint
Yfantidou, S., Sermpezis, P., & Vakali, A. I. (2021) · arXiv (Cornell University) · Cited by 3 · see citing works
Using a Fitbit-based Walking Game to Improve Physical Activity Among U.S. Veterans
Simmering, J. E., Polgreen, L. A., Francis, S. L., Strom, A. J., Segre, A. M., & Polgreen, P. M. (2024) · Military Medicine · doi:10.1093/milmed/usae280 · Cited by 2 · see citing works
Self-citationDistKey: Incorporating Physical Activities into Daily Workflow through Spatially Distributed Hotkeys
Han, D., Chen, P., Sun, Y., Zhang, X., & Ren, X. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713625 · Cited by 2 · see citing works
“Numerous office vitality studies have combined motion-based interaction techniques with gamifications to increase users’ engagement, motivation, and social interactions for health behavior change [26, 47], thereby enhancing physical activity levels in the work-force [24].”
Mobile Health and Gamification of Chronic Pain Management: A Narrative Review
Jung, H. S., Schatman, M. E., Liongson, F. A. Z., Kritzer, M. D., Yong, R. J., Davis, D., Kaye, A. D., Lee, K. W. K., Issa, M., Crowther, J. E., et al. (2025) · Current Pain and Headache Reports · doi:10.1007/s11916-025-01416-w · Cited by 2 · see citing works
Mobile Apps to Improve Health Parameters in Healthy Adults: Systematic Review
Leuzzi, G., Job, M., Cosentino, C., Testa, R., Scafoglieri, A., & Testa, M. (2026) · JMIR mhealth and uhealth · doi:10.2196/66881 · Cited by 3 · see citing works
Chandrasekaran, B., Rao, C. R., Eswaran, T. P. M., Jadhav, R., Srivastav, P., & Bairapareddy, K. C. (2026) · Journal of Occupational Rehabilitation · doi:10.1007/s10926-026-10373-z · Cited by 2 · see citing works
Stand-Capable Workstations Reduce Occupational Sedentary Time Among Administrative Workers
Salzar, T. L., Aguilar, K. N., Smith, M. L., Pickens, A., Han, G., Anderson, G., & Benden, M. E. (2024) · IISE Transactions on Occupational Ergonomics and Human Factors · doi:10.1080/24725838.2024.2362720 · Cited by 2 · see citing works
“Most office work consists of low activity tasks involving paperwork, telephone calls, or filing, and, for full-time sedentary office workers, 75% of their day is spent seated (Gremaud et al., 2018).”
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“A growing body of evidence highlights how even short bouts of MVPA or “exercise snacks” can provide significant health benefits [13].”
Effects of Different Gamification Delivery Strategies on Physical Activity in Young Adults: An RCT
Liu, J. Z., Chen, R. Y., Rouyard, T., Munkhtogoo, D., & Tsai, F.-J. (2026) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2026.108297 · Cited by 1 · see citing works
Motivation and Personality Theories in a Gamified Mobile Application for Walking
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“Challenges help satisfy the need for autonomy [14, 18].”
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“These interventions mainly aimed to increase PA among sedentary workers, with studies tracking metrics like daily steps 60 or assessing PA through self-reported questionnaires.”
InfluentialNaber, A. J., Willhite, L., & Molitor, W. L. (2021) · Work · doi:10.3233/wor-213443 · Cited by 1 · see citing works
“Actigraphy has been used to track physical activity among office workers [16] and has been found to motivate workers who are sedentary to become more active [17].”
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“Interventions that utilized the principles of gamification mainly used the motivational potential of competition to bring about the desired behavioral change [23, 25, 30, 32, 35].”
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“Over 80% of US jobs are classed as being predominantly sedentary, with individuals spending an average of 89% of their working hours seated (22).”
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“Prior research describes this genre as a viable gate-way into exercise [8,23], citing the utility for increasing exercise in habitually sedentary populations [3, 16].”
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“Research has consistently shown that VR exergames can increase exercise among habitually sedentary populations [37] and older adults [6], but their utility for athletes who are more self-motivated and require a higher level of stimulation and challenge is uncertain [81].”
İş hayatında sedanterizm: 2010–2024 bibliyometrik gelişim haritası
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“Prompting Movement [3, 9, 11] Directly targets prolonged sitting; supports awareness, autonomy, adaptive timing, and postponement.”
- Authors
- Gremaud, A. L., Carr, L. J., Simmering, J. E., Evans, N. J., Cremer, J. F., Segre, A. M., Polgreen, L. A., & Polgreen, P. M.
- Affiliations
- University of Iowa (US)
- Corresponding author
- Carr, Lucas J.
- ORCID
- Venue
- Journal of the American Heart Association
- Published
- 2018-07-03
- Volume
- 7
- Issue
- 13
- ISSN
- 2047-9980 (ISSN-L)
- PMC
- PMC6064890
- OpenAlex
- W2810178540
- Cited by
- 89
- References
- 46
- Citations by year
- 2026: 15 · 2025: 13 · 2024: 10 · 2023: 11 · 2022: 6 · 2021: 19 · 2020: 10 · 2019: 4 · 2018: 1
- FWCI
- 5.83
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by-nc-nd
- Locations
- Journal of the American Heart Association (publishedVersion, cc-by-nc-nd)
- Europe PMC (PubMed Central) (publishedVersion, cc-by-nc-nd)
- PubMed Central (publishedVersion, cc-by-nc-nd)
- PubMed (publishedVersion)
- Iowa Research Online (The University of Iowa) (submittedVersion)
- Iowa Research Online (The University of Iowa) (submittedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Funders
- National Institutes of Health (5r21dk108019-02)
- National Heart, Lung, and Blood Institute (K25HL122305)
- National Institute of Diabetes and Digestive and Kidney Diseases (R21 DK108019)
- Topics
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Context-Aware Activity Recognition Systems
- Keywords
- gamification, sedentary office workers, workplace physical activity, Fitbit, accelerometer, mobile health, daily step count, moderate physical activity, intervention adherence, sitting time
- MeSH terms
- Healthy Lifestyle, Fitness Trackers, Sitting Position, Adult, Equipment Design, Female, Humans, Job Description, Male, Middle Aged, Occupations, Time Factors, Exercise, Occupational Health, Video Games, Risk Reduction Behavior, Young Adult, Actigraphy, Sedentary Behavior, Mobile Applications
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