Evidence map›Paper›PMID 33404507›Full record

ArticleJMIR serious games2021

Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial.

Luciano Henrique De Oliveira Santos, Kazuya Okamoto, Ryo Otsuki, Shusuke Hiragi, Goshiro Yamamoto, Osamu Sugiyama, Tomoki Aoyama, Tomohiro Kuroda

Abstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Review
  3. Article
  4. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Luciano Henrique De Oliveira SantosDepartment of Social Informatics, Graduate School of Informatics, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0003-0126-6583
Kazuya OkamotoDepartment of Social Informatics, Graduate School of Informatics, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0002-9079-2253
Ryo OtsukiDepartment of Social Informatics, Graduate School of Informatics, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0002-1878-1779
Shusuke HiragiDepartment of Social Informatics, Graduate School of Informatics, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0003-1629-6195
Goshiro YamamotoGraduate School of Medicine, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0002-2014-7195
Osamu SugiyamaDepartment of Real World Data Research and Development, Graduate School of Medicine, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0003-0190-1321
Tomoki AoyamaGraduate School of Medicine, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0003-3512-054X
Tomohiro KurodaDepartment of Social Informatics, Graduate School of Informatics, Kyoto University, Kyoto, Japan.ORCID https://orcid.org/0000-0003-1472-7203

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundPervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players' lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior.

objectiveThe aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity.

methodsParticipants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Changes in the weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity.

resultsA total of 20 participants were recruited (no social interaction group, n=10; social interaction group, n=10); 18 participants remained active until the end of the study (no social interaction group, n=9; social interaction group, n=9). Step counts during the first week were used as the baseline level of physical activity (no social interaction group: mean 46,697.2, SE 7905.4; social interaction group: mean 45,967.3, SE 8260.7). For the subsequent weeks, changes to individual baseline values (absolute/proportional) for the no social interaction group were as follows: 1583.3 (SE 3108.3)/4.6% (SE 7.2%) (week 2), 591.5 (SE 2414.5)/2.4% (SE 4.7%) (week 3), and -1041.8 (SE 1992.7)/0.6% (SE 4.4%) (week 4). For the social interaction group, changes to individual baseline values were as follows: 11520.0 (SE 3941.5)/28.0% (SE 8.7%) (week 2), 9567.3 (SE 2631.5)/23.0% (SE 5.1%) (week 3), and 7648.7 (SE 3900.9)/13.9% (SE 8.0%) (week 4). The result of the analysis of the group effect was significant (absolute change: η

conclusionsThe presence of social interaction design elements in pervasive games appears to have a positive effect on levels of physical activity.

trial registrationJapan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://tinyurl.com/y5nh6ylr (Archived by WebCite at http://www.webcitation.org/761a6MVAy).

Indexed as

agedpervasive gamesphysical activitysocial interaction

Identifiers

PMID33404507
PMCPMC7817358

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.