Gamified Fitness Apps Increase Physical Activity in Social Teams
Pilot Study Explores the Feasibility and Effects of Gamification on Physical Activity Among Socially Connected Adults
In the quest for innovative ways to enhance physical activity, a recent study has looked into the potential of gamified fitness apps within social circles.
The study, encompassing 24 teams with a total of 116 participants, aimed to assess the feasibility and early efficacy of a digital gamification-based approach in promoting physical activity among previously inactive adults with established social ties.
The teams were randomly assigned to either a 12-week intervention using Fitbit, step goals, an app, and feedback or the same program enhanced with gamification elements.
Gamification of Exercise: The Theory
It involves integrating game elements, like rewards and challenges, into fitness activities. By adding elements of competition, achievement, and enjoyment, gamification aims to enhance motivation and engagement, turning physical activity into an interactive and rewarding experience that encourages individuals to meet their fitness goals.
Findings revealed that gamification increased physical activity and engagement measured through Fitbit. indicating a potential shortcoming in sustaining engagement without gamified elements. However, no significant differences were observed between the two groups in terms of increases in social support, daily steps, or moderate-to-vigorous physical activity at both the 12-week mark and one-year follow-up.
While not statistically significant, noteworthy disparities in Fitbit-measured daily steps and active minutes emerged between the groups during the intervention, suggesting that gamification could offer clinically meaningful benefits in the short term.
Bottom Line
Gamification holds promise in kickstarting physical activity within socially connected teams but may struggle to maintain long-term engagement. The results highlight the need for future investigations to delve into optimal team dynamics and explore more direct methods of leveraging social support, such as team training or further gamification of social support itself.
Monroe CM, Cai B, Edney S, et al. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot. Int J Behav Nutr Phys Act. 2023;20(1):129. Published 2023 Nov 3. doi:10.1186/s12966-023-01530-1