不同游戏化交付策略对年轻成年人身体活动的影响:随机对照试验
Jeffrey Zen Liu1, Ruey- Yu Chen2, Thomas Rouyard3
1Global Health & Health Security PhD Program, School of Public Health, College of Public Health, Taipei Medical University, Taipei, Taiwan, PR China.
American journal of preventive medicine
|February 8, 2026
概括
游戏化元素的累积交付显著增加了年轻成年人的每日步数,提供了一种有希望的策略来应对日益增长的身体不活动. 这种方法超过了与降低死亡风险相关的值.
科学领域:
- 公共卫生 公共卫生
- 行为科学 行为科学
- 数字健康数字健康
背景情况:
- 全球体育不活动率上升,特别是在年轻人中.
- 游戏化是一种越来越多的促进体育活动的策略.
- 不同的游戏化元素和交付策略的有效性需要进一步调查.
研究的目的:
- 评估不同的游戏化交付策略对年轻成年人增加体育活动的影响.
- 为了比较顺序,累积和明确的游戏化与仅跟踪的控制.
- 确定最佳的游戏化方法,以促进健康行为.
主要方法:
- 12周的并行随机受控试验与246名健康的大学生 (年龄18-35).
- 四组:顺序游戏化 (SG),累积游戏化 (CG),明确游戏化 (EG) 和仅跟踪控制.
- 主要结果:通过基于应用程序的自我报告测量每日步数 (DSC);次要结果:生物识别测量.
主要成果:
- 所有干预组都显示了DSC的显著增加;CG显示了最大的收益 (+2,326步).
- 干预后,DSC的增加持续了.
- 社交互动和明确的游戏化显示出显著的有效性;EG有延迟但持续的影响.
结论:
- 游戏化元素的累积输送是提高年轻成年人身体活动的高效策略.
- 这种方法可以显著增加每天的步数,潜在地减轻与身体不活动相关的风险.
- 游戏化策略,特别是累积交付,应纳入公共卫生倡议,以解决久坐行为.
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