ArticleJMIR serious games2019
Effectiveness of a Behavior Change Technique-Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial.
Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02657018 (Mobile Exergaming for Health - Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus), which is not on this map. Cited by 45 papers, 11 of them syntheses that pooled it.
What it found
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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.
Mobile Exergaming for Health - Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus (Randomized Controlled Trial)
Who cites it
45 citing papers in PubMed, 11 syntheses or guidelines pooled it, 93 citations in OpenAlex.
- Reporting Gaps in mHealth Intervention Studies for Adults With Diabetes: Systematic Review.JMIR mHealth and uHealth · 2026Pooled it
- Barriers and Facilitators to Physical Activity Adherence in People With Type 2 Diabetes: A Mixed-Methods Systematic Review Using the COM-B Model and Theoretical Domains Framework.International journal of behavioral medicine · 2026Pooled it
- Tailoring for Health Literacy in the Design and Development of eHealth Interventions: Systematic Review.JMIR human factors · 2025Pooled it
- Assessing the Effectiveness of Digital Health Behavior Strategies on Type 2 Diabetes Management: Systematic Review and Network Meta-Analysis.Journal of medical Internet research · 2025Pooled it
- Digital Behavior Change Intervention Designs for Habit Formation: Systematic Review.Journal of medical Internet research · 2024Pooled it
- Pooled it
- Potential associations between behavior change techniques and engagement with mobile health apps: a systematic review.Frontiers in psychology · 2023Pooled 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
- Effective behavior change techniques to promote physical activity in adults with overweight or obesity: A systematic review and meta-analysis.Obesity reviews : an official journal of the International Association for the Study of Obesity · 2021Pooled it
- Effectiveness of Smartphone-Based Physical Activity Interventions on Individuals' Health Outcomes: A Systematic Review.BioMed research international · 2021Pooled 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
- Trial
- Effect of Adding Telephone-Based Brief Coaching to an mHealth App (Stay Strong) for Promoting Physical Activity Among Veterans: Randomized Controlled Trial.Journal of medical Internet research · 2020Trial
- Trial
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Improving Health-Related Symptoms and Behaviors in Children and Adolescents Diagnosed With Diabetes by Using a Virtual Reality-Gamified Self-Care Method: Randomized Controlled Trial.JMIR XR and spatial computing · 2026Article
- Gameful experience, exercise identity, and exercise adherence among Chinese university students: A moderated chain mediation model.PloS one · 2026Article
- Application of the Supportive Accountability Model in Digital Health Interventions: Scoping Review.Journal of medical Internet research · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 3 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRegular physical activity (PA) is an essential component of a successful type 2 diabetes treatment. However, despite the manifest evidence for the numerous health benefits of regular PA, most patients with type 2 diabetes remain inactive, often due to low motivation and lack of PA enjoyment. A recent and promising approach to help overcome these PA barriers and motivate inactive individuals to change their PA behavior is PA-promoting smartphone games. While short-term results of these games are encouraging, the long-term success in effectively changing PA behavior has to date not been confirmed. It is possible that an insufficient incorporation of motivational elements or flaws in gameplay and storyline in these games affect the long-term motivation to play and thereby prevent sustained changes in PA behavior. We aimed to address these design challenges by developing a PA-promoting smartphone game that incorporates established behavior change techniques and specifically targets inactive type 2 diabetes patients.
objectiveTo investigate if a self-developed, behavior change technique-based smartphone game designed by an interdisciplinary team is able to motivate inactive individuals with type 2 diabetes for regular use and thereby increase their intrinsic PA motivation.
methodsThirty-six inactive, overweight type 2 diabetes patients (45-70 years of age) were randomly assigned to either the intervention group or the control group (one-time lifestyle counseling). Participants were instructed to play the smartphone game or to implement the recommendations from the lifestyle counseling autonomously during the 24-week intervention period. Intrinsic PA motivation was assessed with an abridged 12-item version of the Intrinsic Motivation Inventory (IMI) before and after the intervention. In addition, adherence to the game-proposed PA recommendations during the intervention period was assessed in the intervention group via the phone-recorded game usage data.
resultsIntrinsic PA motivation (IMI total score) increased significantly in the intervention group (+6.4 (SD 4.2; P<.001) points) while it decreased by 1.9 (SD 16.5; P=.623) points in the control group. The adjusted difference between both groups was 8.1 (95% CI 0.9, 15.4; P=.029) points. The subscales "interest/enjoyment" (+2.0 (SD 1.9) points, P<.001) and "perceived competence" (+2.4 (SD 2.4) points, P<.001) likewise increased significantly in the intervention group while they did not change significantly in the control group. The usage data revealed that participants in the intervention group used the game for an average of 131.1 (SD 48.7) minutes of in-game walking and for an average of 15.3 (SD 24.6) minutes of strength training per week. We found a significant positive association between total in-game training (min) and change in IMI total score (beta=0.0028; 95% CI 0.0007-0.0049; P=.01).
conclusionsIn inactive individuals with type 2 diabetes, a novel smartphone game incorporating established motivational elements and personalized PA recommendations elicits significant increases in intrinsic PA motivation that are accompanied by de-facto improvements in PA adherence over 24 weeks.
trial registrationClinicalTrials.gov NCT02657018; https://clinicaltrials.gov/ct2/show/NCT02657018.
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