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The mLIFE randomized trial examining the impact of gamifying social support provision for weight loss
Gabrielle M Turner-McGrievy1,2, Diana Carolina Delgado-Díaz1,2, Kelli E DuBois1,2
1Prevention Research Center, Arnold School of Public Health, University of South Carolina, Columbia, South Carolina, USA.
Objective:
The Mobile Lifestyle Intervention for Food and Exercise (mLIFE) study was a 12-month mobile weight loss intervention examining social gaming to promote social support.
Methods:
Adults with overweight or obesity (n = 243) were randomized to the mLIFE + points (received points for social support activities) or mLIFE group (blinded to points). Weight was measured via Fitbit scales. Repeated-measures mixed models were used to conduct both an intent-to-treat analysis and an analysis among adherent participants (logged on to the mLIFE app ≥25% of study days).
Results:
Attrition was lower in the mLIFE + points group (22% vs. 41% in mLIFE; χ2 = 9.8, p < 0.01), and adherence was higher (61% vs. 42% in mLIFE; χ2 = 7.6, p < 0.01). None of the group × time interactions was significant for the intent-to-treat analysis except for total number of points earned at 12 months (mLIFE + points mean 605.9 [SE 203.2] vs. mLIFE mean 350.0 [SE 200.0]; p < 0.01). The mLIFE + points participants lost a mean of 5.3 [SE 0.6] kg at 12 months (vs. mean 3.5 [SE 0.7] kg in mLIFE; p = 0.09). Among adherent participants (n = 127), mLIFE + points participants lost more weight (mean 7.3 [SE 0.8] kg) than mLIFE (mean 3.8 [SE 0.9] kg; p < 0.01).
Conclusions:
The use of points led to greater weight loss at 12 months, but only among adherent participants. Providing points for completing social support activities is a way to retain participants and increase engagement in a mobile intervention.
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