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.

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.

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