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“We found that a behaviorally designed gamification program led to significant increases in physical activity compared to a control group that used wearable devices alone. During the nine-month trial, the average person in the competition arm walked about 100 miles more than the average person in control.”
The physical activity program
The research program included 600 Deloitte employees from all over the US. All participants were classified as obese or overweight and received personally adapted step-goals. Besides using wearables focus groups also was built around a social element. It included one collaborative- and one competitive- and one control group. Three months after the program had ended only the competitive group continued to increase its step count. Patel continues:
“Most interventions are designed as one-size-fits-all, in which a single intervention is deployed to a large population. Even if the program works on average, many participants may not benefit. Our next step will be to use data from this trial to develop behavioral profiles that could be used in the future to match the right intervention to the right person.”
Written by
LarsGoran Bostrom©
Integrated Gamification features in Interactive Books and the platform SOE PublishingLab – Learn more about the PublishingLab-services and OnDemand-services
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