The main objective of this pilot study was to test the effectiveness of an online, interactive physical activity intervention that also\nincorporated gaming components. The intervention design included an activity planner, progress monitoring, and gamification\ncomponents and used SMS text as a secondary delivery channel and feedback to improve engagement in the intervention content.\nHealthy adults (???? = 21) recruited through ads in local newspapers (age 35ââ?¬â??73) were randomized to the intervention or the control\ncondition. Both groups reported physical activity using daily report forms in four registration weeks during the three-month study:\nonly the experiment condition received access to the intervention. Analyses showed that the intervention group had significantly\nmore minutes of physical activity inweeks five and nine.We also found a difference in the intensity of exercise inweek five. Although\nthe intervention group reported more minutes of physical activity at higher intensity levels, we were not able to find a significant\neffect at the end of the study period. In conclusion, this study adds to the research on the effectiveness of using the Internet and\nSMS text messages for delivering physical activity interventions and supports gamification as a viable intervention tool.
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