Gamification

Intervention

4 papers2 findings

  • 1 lab in 1 country
  • Human trial1
  • Humans1

Outcomes

2

Moderate-to-vigorous physical activity

upin humans1

1 study
  1. 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

    Behaviorally-Designed Gamification Increases Physical Activity Among Breast and Prostate Cancer Survivors: The ALLSTAR Randomized Clinical Trial

    AHA Scientific Sessions 2025 abstract3 Nov 2025

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Daily step count

upin humans1

1 study
  1. 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

    Behaviorally-Designed Gamification Increases Physical Activity Among Breast and Prostate Cancer Survivors: The ALLSTAR Randomized Clinical Trial

    AHA Scientific Sessions 2025 abstract3 Nov 2025

More on Daily step count

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