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Behaviorally Designed Gamification and Physical Activity Among Breast and Prostate Cancer Survivors.
Alexander C Fanaroff1, Jennifer A Orr2, Chinyere Anucha2
1Department of Medicine, Perelman School of Medicine, University of Pennsylvania, Philadelphia, Pennsylvania, USA; Penn Cardiovascular Outcomes, Quality, and Evaluative Research Center, University of Pennsylvania, Philadelphia, Pennsylvania, USA; Penn Center for Health Incentives and Behavioral Economics, University of Pennsylvania, Philadelphia, Pennsylvania, USA; Leonard Davis Institute of Health Economics, University of Pennsylvania, Philadelphia, Pennsylvania, USA; Penn Center for Digital Cardiology, University of Pennsylvania, Philadelphia, Pennsylvania, USA.
A gamification intervention significantly increased physical activity in Black and Hispanic cancer survivors, offering a scalable approach to reduce cardiovascular risk in this high-risk population.
Area of Science:
- Cardiovascular health in oncology
- Behavioral interventions
- Health disparities in cancer survivorship
Background:
- Black and Hispanic cancer survivors face higher cardiovascular event risks post-treatment compared to non-Hispanic White survivors.
- This disparity is linked to greater cardiovascular risk factors and lower physical activity levels in minority populations.
- Cardiotoxic therapies used in cancer treatment exacerbate these risks.
Purpose of the Study:
- To evaluate the impact of a remotely delivered, gamified intervention on physical activity levels.
- To compare the gamification intervention against an attention control group.
- To assess the intervention's effect on Black and Hispanic cancer survivors with existing cardiovascular risk factors.
Main Methods:
- A randomized clinical trial enrolled Black and Hispanic cancer survivors with cardiovascular risk factors who received cardiotoxic therapy.
- Participants were assigned to either an attention control group (n=76) or a gamification group (n=74) for a 24-week intervention period.
- Physical activity was monitored using wearable devices measuring daily steps, with the primary outcome being the change in mean daily steps.
Main Results:
- The gamification group showed a significantly greater increase in mean daily steps compared to the control group during both the intervention and follow-up periods.
- Participants in the gamification arm also experienced a significant increase in weekly minutes of moderate-to-vigorous physical activity.
- The study included a mean participant age of 64 years, with 81% women, 64% Black, and 35% Hispanic participants.
Conclusions:
- Gamification effectively increased physical activity in Black and Hispanic cancer survivors compared to standard care.
- This intervention presents a scalable strategy for mitigating cardiovascular risk in a high-risk cancer survivor population.
- Further research can explore long-term adherence and broader implementation of gamified health interventions.
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