Cited by 171Physical Activity and HealthMobile Health and mHealth ApplicationsSocial Media in Health Education

A web-based, social networking physical activity intervention for insufficiently active adults delivered via Facebook app: randomized controlled trial

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Maher, Carol, Ferguson, Monika, Vandelanotte, Corneel, Plotnikoff, Ron, De Bourdeaudhuij, Ilse, Thomas, Samantha, Nelson-Field, Karen, Olds, Tim·2015·Journal of Medical Internet Research

Abstract

BACKGROUND: Online social networks offer considerable potential for delivery of socially influential health behavior change interventions. OBJECTIVE: To determine the efficacy, engagement, and feasibility of an online social networking physical activity intervention with pedometers delivered via Facebook app. METHODS: A total of 110 adults with a mean age of 35.6 years (SD 12.4) were recruited online in teams of 3 to 8 friends. Teams were randomly allocated to receive access to a 50-day online social networking physical activity intervention which included self-monitoring, social elements, and pedometers ("Active Team" Facebook app; n=51 individuals, 12 teams) or a wait-listed control condition (n=59 individuals, 13 teams). Assessments were undertaken online at baseline, 8 weeks, and 20 weeks. The primary outcome measure was self-reported weekly moderate-to-vigorous physical activity (MVPA). Secondary outcomes were weekly walking, vigorous physical activity time, moderate physical activity time, overall quality of life, and mental health quality of life. Analyses were undertaken using random-effects mixed modeling, accounting for potential clustering at the team level. Usage statistics were reported descriptively to determine engagement and feasibility. RESULTS: At the 8-week follow-up, the intervention participants had significantly increased their total weekly MVPA by 135 minutes relative to the control group (P=.03), due primarily to increases in walking time (155 min/week increase relative to controls, P<.001). However, statistical differences between groups for total weekly MVPA and walking time were lost at the 20-week follow-up. There were no significant changes in vigorous physical activity, nor overall quality of life or mental health quality of life at either time point. High levels of engagement with the intervention, and particularly the self-monitoring features, were observed. CONCLUSIONS: An online, social networking physical activity intervention with pedometers can produce sizable short-term physical activity changes. Future work is needed to determine how to maintain behavior change in the longer term, how to reach at-need populations, and how to disseminate such interventions on a mass scale. TRIAL REGISTRATION: Australian New Zealand Clinical Trials Registry (ANZCTR): ACTRN12614000488606; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=366239 (Archived by WebCite at http://www.webcitation.org/6ZVtu6TMz).

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  • A positive impact of gamification on physical activity related outcomes was observed in 8 of the 10 studies, with mixed effects observed by Maher et al. (2015) and Spillers and Asimakopoulos (2014).

    “Notably, a positive impact of gamification on physical activity related outcomes are observed in 8 of the 10 studies with mixed effects observed by Maher et al. (2015) and Spillers and Asimakopoulos (2014).”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Maher et al. (2015)

    The Results report mixed physical-activity outcomes for Maher et al.’s intervention: MVPA and walking improved significantly at 8 weeks, but group differences were not significant at 20 weeks. The Discussion says the study cannot determine whether gamification itself contributed to the app’s effects, so the mixed outcomes cannot be attributed specifically to gamification. (LLM, conf=0.85)

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  • Maher et al. (2015) report mixed results: rewards (with leaderboards) led to a short-term (8 week) increase in moderate to vigorous physical activity, but no long-term effects (20 week), and no impact on self-reported general or mental quality of life.

    “Maher et al. (2015) report mixed results: rewards (in combination with leaderboards) led to a short-term (8 week follow-up) increase in moderate to vigorous physical activity, but no long-term effects (20 week follow-up). Similarly, they found no impact of gamification on self-reported general or mental quality of life.”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Maher et al. (2015)

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  • Social interaction was found to increase user experiences of fun and motivation in moderating alcohol consumption, to have a positive influence on physical activity, and on flourishing mental health.

    “Social Interaction was also commonly employed as a means to engage users and was found to increase user experiences of fun and motivation in the context of moderating alcohol consumption (Boendermaker et al., 2015), to have a positive influence on physical activity (Juho Hamari and Koivisto, 2015, Maher et al., 2015, Spillers and Asimakopoulos, 2014) and flourishing mental health (Hall et al., 201”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Maher et al., 2015

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  1. [31]Obesity and the Facts: An Analysis of Data From the Health Survey for England 2003 2005 02 2015-04-27 Oxford, UK Social Issues Research Centre http://www.sirc.org/obesity/obesityfacts.pdf 6Y5w6v6no

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Authors
Maher, C., Ferguson, M., Vandelanotte, C., Plotnikoff, R., De Bourdeaudhuij, I., Thomas, S., Nelson-Field, K., & Olds, T.
Affiliations
  • University of South Australia (AU)
  • Central Queensland University (AU)
  • University of Wollongong (AU)
Corresponding author
Maher, Carol
Venue
Journal of Medical Internet Research
Published
2015-07-13
Volume
17
Issue
7
Pages
e174
ISSN
1438-8871 (ISSN-L)
OpenAlex
W1562671047
Cited by
171
References
35
Citations by year
2026: 7 · 2025: 8 · 2024: 11 · 2023: 6 · 2022: 20 · 2021: 22 · 2020: 36 · 2019: 16 · 2018: 21 · 2017: 12 · 2016: 10 · 2015: 2
FWCI
11.05
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Journal of Medical Internet Research (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Ghent University Academic Bibliography (Ghent University) (submittedVersion, cc-by)
  • Acquire (CQUniversity) (submittedVersion, cc-by)
  • Research Online (University of Wollongong) (submittedVersion)
  • UniSA Research Outputs Repository (University of South Australia) (submittedVersion, other-oa)
  • Adelaide Research & Scholarship (AR&S) (University of Adelaide) (submittedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Deakin Research Online (Deakin University) (submittedVersion)
  • Figshare (submittedVersion, cc-by)
  • NOVA (University of Newcastle Australia) (submittedVersion)
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
  • Social Sciences › Health › Social Media in Health Education
Keywords
physical activity interventions, social networking, Facebook app, pedometers, self-monitoring, walking, moderate-to-vigorous physical activity, intervention engagement, quality of life, mental health, social support, online intervention, maintenance of behavior change, health behavior change interventions
MeSH terms
Adolescent, Delivery of Health Care, Feasibility Studies, Female, Humans, Male, Mental Health, Motor Activity, New Zealand, Quality of Life, Internet, Young Adult, Social Networking, Early Medical Intervention

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