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Health Wearables, Gamification, and Healthful Activity
Muhammad Zia Hydari1, Idris Adjerid2, Aaron D Striegel3
1University of Pittsburgh.
Summary
Fitbit leaderboards increase daily steps for users, particularly benefiting sedentary individuals. However, highly active users may decrease their steps when using leaderboards.
Area of Science:
- Health Informatics
- Behavioral Science
- Human-Computer Interaction
Background:
- Health wearables and gamification show potential for increasing physical activity.
- Existing research on gamification's benefits is inconclusive, with concerns about competition favoring active users over sedentary ones.
Purpose of the Study:
- To investigate the impact of Fitbit leaderboards on daily step count.
- To analyze the heterogeneous effects of leaderboards on users with different baseline activity levels.
Main Methods:
- Utilized a unique dataset of Fitbit wearable users.
- Compared daily step counts of users participating in Fitbit leaderboards versus a control group.
- Analyzed the differential impact of leaderboards based on users' pre-adoption activity levels.
Main Results:
- Overall, Fitbit leaderboards increased daily physical activity by 370 steps (3.5%).
- Sedentary users significantly increased daily steps by 1,300 (15% relative increase).
- Highly active users decreased daily steps by 630 (5% relative decrease).
Conclusions:
- Fitbit leaderboards have a heterogeneous effect, significantly benefiting sedentary individuals while potentially harming highly active ones.
- Sedentary users gain from leaderboards regardless of rank, possibly due to non-competitive dynamics.
- Highly active users require high rankings on large leaderboards to see benefits, suggesting competition dynamics are key for this group.
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