ArticleJournal of medical Internet research2021
Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study.
Article in Journal of medical Internet research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 6 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
24 citing papers in PubMed, 6 syntheses or guidelines pooled it.
- Effectiveness of mHealth Interventions on Physical Activity and Sedentary Behavior Among Office Workers: A Systematic Review and Meta-analysis.Journal of occupational rehabilitation · 2026Pooled it
- Mobile Apps to Improve Health Parameters in Healthy Adults: Systematic Review.JMIR mHealth and uHealth · 2026Pooled it
- The effects of digital peer support interventions on physical and mental health: a review and meta-analysis.Epidemiology and psychiatric sciences · 2025Pooled it
- Digital Behavior Change Intervention Designs for Habit Formation: Systematic Review.Journal of medical Internet research · 2024Pooled it
- Effectiveness of workplace interventions with digital elements to reduce sedentary behaviours in office employees: a systematic review and meta-analysis.The international journal of behavioral nutrition and physical activity · 2024Pooled it
- Do physical activity interventions combining self-monitoring with other components provide an additional benefit compared with self-monitoring alone? A systematic review and meta-analysis.British journal of sports medicine · 2022Pooled it
- Development, implementation and evaluation of a smartphone application aimed to reduce sedentary time and increase physical activity among Indian sedentary office workers - findings from SMART-STEP trial.BMC public health · 2025Trial
- 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
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- Community activity intervention reduced sitting time and improved population physical activity levels.BMC public health · 2026Article
- The association between digital peer support and mental health outcomes in university students: a cross-sectional study.Frontiers in public health · 2026Article
- Exploring digital health: a qualitative study on adults' experiences with health apps and wearables.International journal of qualitative studies on health and well-being · 2025Article
- Personalized Nutrition in the Era of Digital Health: A New Frontier for Managing Diabetes and Obesity.Food science & nutrition · 2025Review
- Effectiveness of Physical Activity-Led Workplace Health Promotion Interventions: A Systematic Review.Healthcare (Basel, Switzerland) · 2025Review
- An umbrella review of efficacy of digital health interventions for workers.NPJ digital medicine · 2025Article
- A Gamification mHealth Intervention to Enhance Adherence to Personalized Exercise for Older Adults with Chronic Diseases: A Randomized Controlled Trial Protocol.Patient preference and adherence · 2025Article
- Effectiveness of workplace choice architecture modification for healthy eating and daily physical activity.BMC public health · 2024Article
- Can Digital Technologies Be Useful for Weight Loss in Individuals with Overweight or Obesity? A Systematic Review.Healthcare (Basel, Switzerland) · 2024Review
- Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- The effectiveness of an intervention using LAWE (loveliness and well-being of employees) app to improve the employee's mental well-being.Health promotion perspectives · 2024Article
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.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSedentary behavior (SB) and lack of physical activity (PA) have been associated with poorer health outcomes and are increasingly prevalent in individuals working in sedentary occupations such as office jobs. Gamification and nudges have attracted attention as promising strategies to promote changes in health behavior. However, most effectiveness studies thus far lacked active controls, and few studies have tested interventions combining these strategies.
objectiveThis study investigates the effectiveness of combining a gamified digital app with physical nudges to increase PA and reduce SB in Dutch office workers.
methodsEmployees in the municipality of Rotterdam (N=298) from two office locations were randomized at the location level to either a 10-week intervention, combining a 5-week gamification phase encompassing a gamified digital app with social support features and a 5-week physical nudges phase, or to an active control (ie, basic digital app with self-monitoring and goal setting). The primary outcome was the daily step count, objectively measured via accelerometers. Secondary outcomes were self-reported PA and SB measured at baseline and at 5, 10, and 14 weeks. Mixed effects models were used to analyze the effects of the intervention on the outcome measures.
resultsA total of 78.5% (234/298) of participants completed the study and provided accelerometer data, whereas 36.9% (110/298) participants completed the self-report measures at 14 weeks. In the gamification phase, step count data were missing for 13.5% (473/3492) of observations in the control and 11.4% (445/3888) in the intervention condition; however, these percentages increased to 39.6% (1154/2910) and 59.6% (1932/3492) at follow-up, respectively. During the gamification phase, intervention participants increased their number of daily steps by 634 (95% CI 154.2-1113.8; P=.01) more than participants in the control group, after controlling for relevant factors. Improvements were not sustained during the physical nudges phase (P=.76) or follow-up (P=.88).
conclusionsA digital intervention with gamification and social support features significantly increased the step count of office workers compared with an active control. Physical nudges in the workplace were insufficient to promote the maintenance of behavioral changes achieved in the gamification phase. Future research should explore the long-term effectiveness of similar gamified digital interventions.
trial registrationInternational Standard Randomized Controlled Trial Number (ISRCTN) 49129401; https://www.isrctn.com/ISRCTN14881571.
Indexed as
Identifiers
What OpenQuestion holds
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.