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Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study.
Masamitsu Kamada1, Hana Hayashi, Koichiro Shiba
1Department of Health Education and Health Sociology, School of Public Health, Graduate School of Medicine, The University of Tokyo, Tokyo, JAPAN.
Medicine and Science in Sports and Exercise
|August 9, 2021
Summary
Gamification apps can increase physical activity in sports fans. This study showed a smartphone intervention boosted daily steps for Japanese baseball fans, demonstrating a scalable approach to health behavior change.
Area of Science:
- Behavioral economics
- Public health interventions
- Digital health
Background:
- Gamification and behavioral economics are increasingly used for behavior change.
- Effectiveness and long-term scalability of gamified interventions are not well understood.
- Novel approaches are needed to promote physical activity.
Purpose of the Study:
- To test a large-scale smartphone intervention using gamification to promote physical activity.
- To leverage sports fandom and interteam competition for behavior change.
- To assess the effectiveness and scalability of a gamified physical activity intervention.
Main Methods:
- A quasi-experimental study of Japanese Pacific League baseball fans.
- Utilized the "Pa-League Walk" app with gamification elements and interteam competition.
- Analyzed daily steps of 20,052 app users and survey data from 274 users and 613 controls using difference-in-differences.
Main Results:
- App users increased daily steps by 574 (95% CI, 83-1064) at 3 months, maintained for 9 months.
- High app usage frequency positively modified the effect on physical activity.
- Incentives (digital player photographs) increased 10,000-step days from 24.4% to 27.5%.
Conclusions:
- Gamification apps can effectively increase physical activity at scale by utilizing existing fandom.
- The intervention successfully engaged baseball fans, including those from lower socioeconomic backgrounds.
- This approach offers a scalable model for public health initiatives, particularly for underrepresented groups.

