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"Active Team" a social and gamified app-based physical activity intervention: randomised controlled trial study

Sarah Edney1, Ronald Plotnikoff2, Corneel Vandelanotte3

  • 1Alliance for Research in Exercise, Nutrition, and Activity, University of South Australia, GPO Box 2471, Adelaide, South Australia, Australia.

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Summary

This study tested a gamified mobile app intervention to increase physical activity in inactive adults. Social features and gamification may enhance the effectiveness of digital health interventions.

Keywords:
Behaviour changeFacebookGamificationInterventionMobilePhysical activitySocial mediaSocial networkeHealthmHealth

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Area of Science:

  • Digital health interventions
  • Behavioural science
  • Public health

Background:

  • Physical inactivity is a major global health concern, contributing to chronic disease and mortality.
  • Web-based interventions offer a scalable solution, but engagement and retention remain challenges.
  • This study addresses the need for more appealing and effective digital physical activity interventions.

Purpose of the Study:

  • To evaluate the efficacy of a gamified mobile app intervention incorporating social features.
  • To determine if social and gamification elements improve engagement and adherence to physical activity.
  • To inform the development of future health behavior interventions.

Main Methods:

  • A three-group, cluster-randomized controlled trial involving 440 inactive Australian adults.
  • Participants were recruited in Facebook friend clusters and allocated to a waitlist control, basic app, or socially-enhanced app condition.
  • Objective measurement of moderate-to-vigorous physical activity using accelerometers at baseline, three, and nine months.

Main Results:

  • The primary outcome is the change in total daily minutes of moderate-to-vigorous physical activity at three months.
  • Secondary outcomes include self-reported physical activity, mental wellbeing, quality of life, and app engagement.
  • Analysis will compare the effectiveness of the socially-enhanced app against the basic app and control conditions.

Conclusions:

  • The study will provide insights into the effectiveness of social and gamification features in app-based physical activity interventions.
  • Findings will guide the design of future digital health tools to promote sustained physical activity.
  • This research aims to enhance the efficacy of interventions for improving population health outcomes.