Gamification
4 papers2 findings
- 1 lab in 1 country
- Human trial1
- Humans1
Outcomes
2Moderate-to-vigorous physical activity
upin humans1
1 study
Moderate-to-vigorous physical activity
upin humans1
Gamification increases moderate-to-vigorous physical activity in humans (+16, 95% CI 4 to 29, P =0.01).
“Gamification also increased weekly minutes of moderate to vigorous physical activity more than control (intervention period: +16, 95% CI 4 to 29, P =0.01”
Human trialBlack and Hispanic breast and prostate cancer survivors who had received cardiotoxic therapy24 weeksn = 150
AHA Scientific Sessions 2025 abstract3 Nov 2025
Daily step count
upin humans1
1 study
Daily step count
upin humans1
Gamification increases daily step count in humans (+770, 95% CI 217 to 1323, P = 0.006).
“Compared with controls, gamification participants had a significantly greater increase from baseline in mean daily steps during the intervention period (+770, 95% CI 217 to 1323, P = 0.006)”
Human trialBlack and Hispanic breast and prostate cancer survivors who had received cardiotoxic therapy24 weeksn = 150
AHA Scientific Sessions 2025 abstract3 Nov 2025
Latest
3 in 12 monthsAHA Scientific Sessions 2025 Abstract
Behaviorally-Designed Gamification Increases Physical Activity Among Breast and Prostate Cancer Survivors: The ALLSTAR Randomized Clinical Trial
Randomised trial in 150 peopleProstate cancer