Trial reportBMJ open2018
Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland.
Trial report in BMJ open, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02455986 (A Randomised Controlled Trial of a Pedometer Based Phased Intervention to Encourage Physical Activity in Schools), which is not on this map. Cited by 27 papers, 2 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.
A Randomised Controlled Trial of a Pedometer Based Phased Intervention to Encourage Physical Activity in Schools: A Feasibility Study.
Who cites it
27 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Interventions That Use Highly Visual Social Media Platforms to Tackle Unhealthy Body Image in Adolescents and Young Adults: Systematic Review of Randomized Controlled Trials and Quasi-Experimental Studies.Journal of medical Internet research · 2026Pooled it
- Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.International journal of environmental research and public health · 2020Pooled it
- User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial.Journal of medical Internet research · 2019Trial
- Trial
- Association Between Weekly Moderate-to-Vigorous Physical Activity and Emotional Intelligence Factors in Spanish Adolescents: Perspectives for Digital and Gamified Interventions.Journal of Intelligence · 2026Article
- Adolescent health lifestyles and suicidality: Emerging risks in a latent class analysis.Global mental health (Cambridge, England) · 2026Article
- A Model for Rapid Innovation for Engagement, Enrollment, and Data and Sample Collection in a Diverse Cohort Study: Insights fromMayo Clinic proceedings. Digital health · 2025Article
- Exploring the perceptions and requirements of exergames for adolescents with depression: a qualitative study.BMC psychiatry · 2025Article
- Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial.JMIR serious games · 2025Article
- Physical Activity Types Among School-Aged Children During COVID-19 Pandemic in Saudi Arabia: A Cross-Sectional Study.Life (Basel, Switzerland) · 2025Article
- How Do Adolescent Smoking Prevention Interventions Work in Different Contextual Settings? A Qualitative Comparative Study Between the UK and Colombia.International journal of behavioral medicine · 2024Article
- Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.Health promotion practice · 2024Article
- Article
- Qualitative longitudinal research in health research: a method study.BMC medical research methodology · 2022Article
- A Reusable Multiplayer Game for Promoting Active School Transport: Development Study.JMIR serious games · 2022Article
- User Engagement and Abandonment of mHealth: A Cross-Sectional Survey.Healthcare (Basel, Switzerland) · 2022Article
- Mobile Health and Telehealth Interventions to Increase Physical Activity in Adolescents with Obesity: a Promising Approach to Engaging a Hard-to-Reach Population.Current obesity reports · 2021Review
- Built environment in programs to promote physical activity among Latino children and youth living in the United States and in Latin America.Obesity reviews : an official journal of the International Association for the Study of Obesity · 2021Article
- Agent-Oriented Goal Models in Developing Information Systems Supporting Physical Activity Among Adolescents: Literature Review and Expert Interviews.Journal of medical Internet research · 2021Review
- Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps.JMIR serious games · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors.
Funding
Abstract
objectiveTo explore the temporal changes of adolescents' views and experiences of participating in a gamified intervention to encourage physical activity behaviour and associated processes of behaviour change.
designA qualitative longitudinal design was adopted whereby focus groups were conducted with the same participants in each intervention school (n=3) at four time-points (baseline, end of each of two intervention phases and 1-year follow-up). The framework method was used to thematically analyse the data.
settingSecondary schools (n=3), Belfast (Northern Ireland).
participantsA subsample (n=19 at four time-points) of individuals aged 12-14 years who participated in the StepSmart Challenge, a gamified intervention involving a pedometer competition and material rewards to encourage physical activity behaviour change.
resultsThree core themes were identified: (1) competition; (2) incentives and (3) influence of friends. Participants indicated that a pedometer competition may help initiate physical activity but suggested that there were a number of barriers such as participants finding it '
conclusionsThe intervention in general and specific gamified elements were generally viewed positively and deemed acceptable. Results suggest that gamification may have an important role to play in encouraging adolescents to engage in physical activity and in creating interventions that are fun and enjoyable. The longitudinal approach added additional depth to the analysis as themes were refined and tested with participants over time. The findings also suggest that gamified Behaviour Change Techniques align well with core concepts of Self-determination Theory and that various game elements may require tailoring for specific populations, for example, different genders. TRIAL REGISTRATION NUMBER: NCT02455986; Pre-results.
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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.