ArticlePreventive medicine reports2019
Maintenance of behaviour change following a community-wide gamification based physical activity intervention.
Article in Preventive medicine reports, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers, 1 of them a synthesis that pooled it.
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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.
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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.
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Who cites it
16 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review.Journal of medical Internet research · 2022Pooled it
- Community activity intervention reduced sitting time and improved population physical activity levels.BMC public health · 2026Article
- Using behavioural theory to explore barriers and facilitators to physical activity in haemodialysis patients: an updated systematic review of qualitative evidence.Health psychology and behavioral medicine · 2026Review
- Associations between walkability and physical activity among children and adolescents: evidence from a gamified intervention.BMC public health · 2025Article
- Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.Health promotion practice · 2024Article
- Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study.JMIR serious games · 2024Article
- Analysis of Strategies to Increase User Retention of Fitness Mobile Apps during and after the COVID-19 Pandemic.International journal of environmental research and public health · 2022Article
- Creating a social movement to engage communities in physical activity: A mixed methods study of motivations to engagement.PloS one · 2022Article
- Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study.Journal of medical Internet research · 2021Article
- Did location-based games motivate players to socialize during COVID-19?Telematics and informatics · 2020Article
- Long-Term Perspectives of a School-Based Intervention to Promote Active School Transportation.International journal of environmental research and public health · 2020Article
- Using the Technology Acceptance Model to Explore Adolescents' Perspectives on Combining Technologies for Physical Activity Promotion Within an Intervention: Usability Study.Journal of medical Internet research · 2020Article
- Reducing chronic stress to promote health in adults: the role of social prescriptions and social movements.Journal of the Royal Society of Medicine · 2020Review
- Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention.PloS one · 2020Article
- LiveWell RERC State of the Science Conference Report on ICT Access to Support Community Living, Health and Function for People with Disabilities.International journal of environmental research and public health · 2019Article
- E-Textiles for Healthy Ageing.Sensors (Basel, Switzerland) · 2019Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
1 author.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Gamification refers to the use of game mechanics (e.g. competition, point scoring, progress visualisation and task setting) to engage and motivate people to achieve an end goal. Public health programs that incorporate gamification-based approaches which aim to improve the public's health have grown in popularity, however most commonplace are individualistic, smartphone-based applications and few studies have been conducted on community-wide interventions. Furthermore, the few studies which have been conducted have relied on small sample sizes with short-term follow-up. In view of this gap in current understanding, this study explored the impact of a community-wide gamified intervention, called 'Beat the Street' (in Reading UK) on levels of physical activity at 1 and 2-years post-intervention (between 2014 and 2016). Data were available for N = 1567 participants at one-year post-intervention and N = 723 participants at 2-years post-intervention. A Pretest-Posttest analysis revealed a 11% and 13% decrease in levels of inactivity at 1 and 2-years post-intervention respectively. Furthermore, participants who were inactive at baseline reported undertaking 3.4 and 3.8 days of activity at 1 and 2-years post-intervention, respectively. These findings provide promising preliminary evidence that gamification may be effective for decreasing physical inactivity and game-design mechanisms which may support behaviour change are discussed.
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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.