Trial reportJAMA internal medicine2017
Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial.
Trial report in JAMA internal medicine, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02531763 (Behavioral Economics Framingham Incentive Trial), which is not on this map. Cited by 117 papers, 8 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Behavioral Economics Framingham Incentive Trial: A Randomized Controlled Trial
Who cites it
117 citing papers in PubMed, 8 syntheses or guidelines pooled it.
- Dyad and group-based interventions in physical activity, diet, and weight loss: a systematic review of the evidence.Journal of behavioral medicine · 2024Pooled it
- Digital Health Interventions to Promote Physical Activity in Community-Dwelling Older Adults: A Systematic Review and Semiquantitative Analysis.International journal of public health · 2024Pooled it
- Do physical activity interventions combining self-monitoring with other components provide an additional benefit compared with self-monitoring alone? A systematic review and meta-analysis.British journal of sports medicine · 2022Pooled it
- Pooled it
- The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.JMIR mHealth and uHealth · 2022Pooled it
- Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- Pooled it
- Choice architecture interventions to change physical activity and sedentary behavior: a systematic review of effects on intention, behavior and health outcomes during and after intervention.The international journal of behavioral nutrition and physical activity · 2020Pooled it
- A pilot randomized clinical trial of gamification to increase medication adherence.American heart journal · 2026 · on this mapTrial
- Effect of Gamification Plus Automated Coaching to Increase Physical Activity Among Patients With Peripheral Artery Disease: The GAMEPAD Randomized Controlled Trial.Journal of the American Heart Association · 2025Trial
- What motivates participants: a qualitative analysis of gamification and financial incentives to increase physical activity.BMC public health · 2025Trial
- Evaluating the Impact of a Game (Inner Dragon) on User Engagement Within a Leading Smartphone App for Smoking Cessation: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- A randomized trial of behavioral interventions yielding sustained reductions in distracted driving.Proceedings of the National Academy of Sciences of the United States of America · 2024Trial
- Efficacy of a Mobile App-Based Intervention for Young Adults With Anxiety Disorders: A Randomized Clinical Trial.JAMA network open · 2024Trial
- Effect of gamification with a support partner to increase physical activity in older adults at risk for Alzheimer's disease: The STEP 4Life randomized clinical trial.Alzheimer's & dementia : the journal of the Alzheimer's Association · 2024Trial
- Trial
- A randomized controlled trial of an app-based intervention on physical activity and glycemic control in people with type 2 diabetes.BMC medicine · 2024Trial
- Remote Patient-Reported Outcomes and Activity Monitoring to Improve Patient-Clinician Communication Regarding Symptoms and Functional Status: A Randomized Controlled Trial.JCO oncology practice · 2023Trial
- Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.The international journal of behavioral nutrition and physical activity · 2023Trial
- Using remotely monitored patient activity patterns after hospital discharge to predict 30 day hospital readmission: a randomized trial.Scientific reports · 2023Trial
57 more citing papers are in PubMed but not listed here.
Corrections and comments
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Authors and funding
15 authors.
Funding
Abstract
Importance: Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited. Objective: To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity. Design, Setting, and Participants: The Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinical trial with a 12-week intervention period and a 12-week follow-up period. The investigation was a community-based study between December 7, 2015, and August 14, 2016. Participants in the modified intent-to-treat analysis were adults enrolled in the Framingham Heart Study, a long-standing cohort of families. Interventions: All participants tracked daily step counts using a wearable device or a smartphone, established a baseline, selected a step goal increase, and received daily individual feedback on goal performance by text message or email for 24 weeks. Families in the gamification arm could earn points and progress through levels based on physical activity goal achievement during the 12-week intervention. The game design was meant to enhance collaboration, accountability, and peer support. Main Outcomes and Measures: The primary outcome was the proportion of participant-days that step goals were achieved during the intervention period. Secondary outcomes included the proportion of participant-days that step goals were achieved during the follow-up period and the change in the mean daily steps during the intervention and follow-up periods. Results: Among 200 adults comprising 94 families, the mean age was 55.4 years, and 56.0% (n = 112) were female. During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001) and had a significantly greater increase in the mean daily steps compared with baseline (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001) than the control arm. During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001) and the mean daily steps compared with baseline (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01). Conclusions and Relevance: Gamification designed to leverage insights from behavioral economics to enhance social incentives significantly increased physical activity among families in the community. Trial Registration: clinicaltrials.gov Identifier: NCT02531763.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.