Trial reportJournal of general internal medicine2018
Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial.
Trial report in Journal of general internal medicine, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 44 papers, 11 of them syntheses that pooled it.
What it found
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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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
44 citing papers in PubMed, 11 syntheses or guidelines pooled it.
- Evaluation of the Aspects of Digital Interventions That Successfully Support Weight Loss: Systematic Review With Component Network Meta-Analysis.Journal of medical Internet research · 2025Pooled it
- Mobile- and Web-Based Interventions for Promoting Healthy Diets, Preventing Obesity, and Improving Health Behaviors in Children and Adolescents: Systematic Review of Randomized Controlled Trials.Journal of medical Internet research · 2025Pooled it
- Pooled it
- Mobile health (m-health) smartphone interventions for adolescents and adults with overweight or obesity.The Cochrane database of systematic reviews · 2024Pooled it
- Sustainability of Weight Loss Through Smartphone Apps: Systematic Review and Meta-analysis on Anthropometric, Metabolic, and Dietary Outcomes.Journal of medical Internet research · 2022Pooled it
- The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review.Journal of medical Internet research · 2022Pooled it
- The Effectiveness of Combining Nonmobile Interventions With the Use of Smartphone Apps With Various Features for Weight Loss: Systematic Review and Meta-analysis.JMIR mHealth and uHealth · 2022Pooled 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
- Extensive Review of Persuasive System Design Categories and Principles: Behavioral Obesity Interventions.Journal of medical systems · 2020Pooled it
- 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
- Sharing digital self-monitoring data with others to enhance long-term weight loss: A randomized controlled trial.Contemporary clinical trials · 2023Trial
- Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial.JAMA network open · 2021Trial
- Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes: A Randomized Clinical Trial.JAMA network open · 2021Trial
- Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program.Translational behavioral medicine · 2021Trial
- Methodology of an exercise intervention program using social incentives and gamification for obese children.BMC public health · 2019Trial
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- Integration technology into health care: a scoping review of digital interventions for adult obesity management.BMC public health · 2026Article
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
Corrections and comments
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Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSocial networks influence obesity patterns, but interventions to leverage social incentives to promote weight loss have not been well evaluated.
objectiveTo test the effectiveness of gamification interventions designed using insights from behavioral economics to enhance social incentives to promote weight loss.
designThe Leveraging Our Social Experiences and Incentives Trial (LOSE IT) was a 36-week randomized, controlled trial with a 24-week intervention and 12-week follow-up.
participantsOne hundred and ninety-six obese adults (body mass index ≥ 30) comprising 98 two-person teams.
interventionsAll participants received a wireless weight scale, used smartphones to track daily step counts, formed two-person teams with a family member or friend, and selected a weight loss goal. Teams were randomly assigned to control or one of two gamification interventions for 36 weeks that used points and levels to enhance collaborative social incentives. One of the gamification arms also had weight and step data shared regularly with each participant's primary care physician (PCP).
main outcome measuresThe primary outcome was weight loss at 24 weeks. Secondary outcomes included weight loss at 36 weeks. KEY
resultsAt 24 weeks, participants lost significant weight from baseline in the control arm (mean: - 3.9 lbs; 95% CI: - 6.1 to - 1.7; P < 0.001), the gamification arm (mean: - 6.6 lbs; 95% CI: - 9.4 to - 3.9; P < 0.001), and the gamification arm with PCP data sharing (mean: - 4.8 lbs; 95% CI: - 7.4 to - 2.3; P < 0.001). At 36 weeks, weight loss from baseline remained significant in the control arm (mean: - 3.5 lbs; 95% CI: - 6.1 to - 0.8; P = 0.01), the gamification arm (mean: - 6.3 lbs; 95% CI: - 9.2 to - 3.3; P < 0.001), and the gamification arm with PCP data sharing (mean: - 5.2 lbs; 95% CI: - 8.5 to - 2.0; P < 0.01). However, in the main adjusted model, there were no significant differences in weight loss between each of the intervention arms and control at either 12, 24, or 36 weeks.
conclusionsUsing digital health devices to track behavior with a partner led to significant weight loss through 36 weeks, but the gamification interventions were not effective at promoting weight loss when compared to control.
trial registrationclinicaltrials.gov Identifier: 02564445.
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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.