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Published on: April 19, 2019
Cost-Effectiveness of Gamification, Financial Incentives, or Both to Increase Physical Activity Among Patients With
Louise B Russell1,2,3, Kevin G M Volpp1,2,3,4,5, Mitesh S Patel6
1Department of Medical Ethics and Health Policy (L.B.R., K.G.M.V., L.N., J.Z., T.K.).
Gamification interventions to increase daily steps are highly cost-effective for cardiovascular disease risk reduction. These strategies offer significant life-years gained for under $50,000 per person, making them valuable for public health initiatives.
Area of Science:
- Public Health
- Health Economics
- Behavioral Science
Background:
- The BE ACTIVE trial assessed interventions like gamification and financial incentives to boost physical activity (daily steps/day) in individuals at high risk for cardiovascular disease.
- Increased daily steps correlate with enhanced life expectancy, but cost-effectiveness data is crucial for widespread implementation.
Purpose of the Study:
- To evaluate the lifetime cost-effectiveness of gamification, financial incentives, and combined approaches versus attention control for increasing physical activity.
- To compare the cost-effectiveness of each intervention arm, including attention control, against no intervention.
Main Methods:
- A probabilistic Markov model was employed to estimate life-years and quality-adjusted life-years gained from interventions.
- Three durability scenarios (optimistic, intermediate, pessimistic) were modeled to account for the unknown long-term impact of increased steps/day post-intervention.
Main Results:
- Gamification intervention costs were $938/participant, with cost-effectiveness ranging from $261 to $30,550 per life-year gained compared to attention control.
- Gamification alone consistently demonstrated a cost-effectiveness below $50,000 per life-year gained across all durability scenarios when compared to no intervention.
- Financial incentives were dominated by other interventions, and gamification+financial incentives were cost-effective only in optimistic and intermediate scenarios.
Conclusions:
- Gamification interventions represent a high-value strategy for increasing physical activity and improving life expectancy, aligning with established cost-effectiveness thresholds.
- The findings support the integration of gamification into public health strategies for cardiovascular disease prevention due to its favorable economic value.
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