Evidence map›Paper›PMID 34028550›Full record

Trial reportJAMA network open2021

Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes: A Randomized Clinical Trial.

Mitesh S Patel, Dylan S Small, Joseph D Harrison, Victoria Hilbert, Michael P Fortunato, Ai Leen Oon, Charles A L Rareshide, Kevin G Volpp

2 registry-linked trialsOpen access · goldAbstract readRandomized Controlled Trial
In one paragraph

Trial report in JAMA network open, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 38 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
38citing papers in PubMed, 1 pooled it
5.3field-weighted citation impact, top 3% of its field
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.

NCT02961192 nacompletednot on this map

Using Social Incentives and Patient-Generated Health Data to Change Health Behaviors and Improve Glycemic Control Among Type 2 Diabetics

TypeinterventionalSponsorUniversity of PennsylvaniaRan2017 to 2020Enrolled361ConditionsType II, Diabetes, ObesityArmsSupportive social incentive, Competitive social incentive, Collaborative social incentive
NCT06818071 nacompletednot on this mapstarted 2024, after this paper: background citation

Application of Gamified Elements to Increase Daily Step Count in University Students in Taiwan A Randomized Controlled Trial

TypeinterventionalSponsorTaipei Medical UniversityRan2024 to 2025Enrolled255ConditionsPhysical Activity, Gamification, Daily Step CountArmsPoints and Leaderboards, Social Aspects, Health Messages, Pikmin Bloom
3 · Its place in the literature

Who cites it

38 citing papers in PubMed, 1 synthesis or guideline pooled it, 67 citations in OpenAlex.

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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

8 authors at 2 institutions in 1 country.

Mitesh S PatelDepartment of Medicine, Perelman School of Medicine, University of Pennsylvania, Philadelphia.
Dylan S SmallWharton School, University of Pennsylvania, Philadelphia.
Joseph D HarrisonPenn Medicine Nudge Unit, University of Pennsylvania, Philadelphia.
Victoria HilbertPenn Medicine Nudge Unit, University of Pennsylvania, Philadelphia.
Michael P FortunatoPenn Medicine Nudge Unit, University of Pennsylvania, Philadelphia.
Ai Leen OonPenn Medicine Nudge Unit, University of Pennsylvania, Philadelphia.
Charles A L RareshidePenn Medicine Nudge Unit, University of Pennsylvania, Philadelphia.
Kevin G VolppDepartment of Medicine, Perelman School of Medicine, University of Pennsylvania, Philadelphia.
University of Pennsylvania Health System · USUniversity of Pennsylvania · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Importance: Gamification is increasingly being used to promote healthy behaviors. However, it has not been well tested among patients with chronic conditions and over longer durations. Objective: To test the effectiveness of behaviorally designed gamification interventions to enhance support, collaboration, or competition to promote physical activity and weight loss among adults with uncontrolled type 2 diabetes. Design, Setting, and Participants: A 4-arm randomized clinical trial with a 1-year intervention was conducted from January 23, 2017, to January 27, 2020, with remotely monitored intervention. Analyses were conducted between February 10 and October 6, 2020. Participants included 361 adults with type 2 diabetes with hemoglobin A1c levels greater than or equal to 8% and body mass index greater than or equal to 25. Interventions: All participants received a wearable device, smart weight scale, and laboratory testing. Participants in the control group received feedback from their devices but no other interventions. Participants in the gamification arms conducted goal setting and were entered into a 1-year game designed using insights from behavioral economics with points and levels for achieving step goals and weight loss targets. The game varied by trial arm to promote either support, collaboration, or competition. Main Outcomes and Measures: Co-primary outcomes included daily step count, weight, and hemoglobin A1c level. Secondary outcome was low-density lipoprotein cholesterol level. Intention-to-treat analysis was used. Results: Participants had a mean (SD) age of 52.5 (10.1) years; hemoglobin A1c level, 9.6% (1.6%); daily steps, 4632 (2523); weight, 107.4 kg (20.8 kg); and body mass index, 37.1 (6.6). Of the 361 participants, 202 (56.0%) were women, 143 (39.6%) were White, and 185 (51.2%) were Black; with 87 (24.1%) randomized to control; 92 (25.4%) randomized to gamification with support and intervention; 95 (26.3%) randomized to gamification with collaboration; and 87 (24.1%) randomized to gamification with competition. Compared with the control group over 1 year, there was a significant increase in mean daily steps from baseline among participants receiving gamification with support (adjusted difference relative to control group, 503 steps; 95% CI, 103 to 903 steps; P = .01) and competition (606 steps; 95% CI, 201 to 1011 steps; P = .003) but not collaboration (280 steps; 95% CI, -115 to 674 steps; P = .16). All trial arms had significant reductions in weight and hemoglobin A1c levels from baseline, but there were no significant differences between any of the intervention arms and the control arm. There was only 1 adverse event reported that may have been related to the trial (arthritic knee pain). Conclusions and Relevance: Among adults with uncontrolled type 2 diabetes, a behaviorally designed gamification intervention in this randomized clinical trial significantly increased physical activity over a 1-year period when designed to enhance either support or competition but not collaboration. No differences between intervention and control groups were found for other outcomes. Trial Registration: ClinicalTrials.gov Identifier: NCT02961192.

Indexed as

GamificationAdultBehavior TherapyChronic DiseaseDiabetes Mellitus, Type 2FemaleHealth PromotionHumansMaleMiddle AgedPennsylvania

Identifiers

PMID34028550
PMCPMC8144928
OpenAlexW3165564782

What OpenQuestion holds

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LicenceCC BY
Read underepoch 390

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.