Gamification Increases Physical Activity in T2DM Patients
Gamification interventions designed to enhance support or competition each significantly increase physical activity among adults with uncontrolled type 2 diabetes versus controls, according to a recent study published in JAMA Network Open.
The researchers found that compared with the control group, there was a significant increase in mean daily steps from baseline among participants receiving gamification with support (adjusted difference versus control group: 503 steps) and competition (606 steps) but not collaboration (280 steps). All trial arms demonstrated significant reductions in weight and hemoglobin A1c levels from baseline, but there were no significant differences between any of the intervention arms and the control arm. There was only one adverse event (arthritic knee pain) reported that may have been related to the trial.