Gamified mobile health intervention increases physical activity in college students over 8 weeks
This randomized controlled trial enrolled 160 college students (aged 18-25 years, BMI 18.5-30.0) at Yantai University over 8 weeks. The intervention group used a team-based gamified mobile health system with competition, points, leaderboards, feedback, and rewards via a fitness watch-app, targeting ≥150 minutes of MVPA per week or ≥900 MET-min per week. The control group used the same fitness watch-app system with identical physical activity targets but without gamification elements.
Main results showed the intervention group had higher physical activity: mean daily steps were 10,356 (SD 1245) vs 8,242 (SD 1087) in controls (Δ=2114 steps, d=1.81, 95% CI 1.44-2.18, P<.001), mean daily MVPA minutes were 71 (SD 15) vs 43 (SD 12) (Δ=28 minutes, d=2.06, 95% CI 1.68-2.45, P<.001), and mean weekly MET-min were 1,650 (SD 310) vs 1,340 (SD 285) (Δ=310 MET-min, d=1.04, 95% CI 0.71-1.37, P<.001). Adherence was higher in the intervention group (P<.001), though absolute numbers were not reported. Secondary outcomes favored the intervention, including increases in skeletal muscle mass (Δ +0.54 kg, P<.001), decreases in body fat percentage (Δ -0.46 percentage points, P<.001), improved 800/1000 m run time (Δ -6.5 seconds, P<.001), and reduced depressive symptoms (Δ -2.0 points, P<.001).
Safety data indicated no serious adverse events occurred, but adverse events, discontinuations, and tolerability were not reported. Key limitations include the 8-week follow-up, which does not assess long-term effects, and lack of reported effect sizes for all secondary outcomes and adherence rates in absolute numbers. The study used intention-to-treat analysis with multiple imputation and had blinded outcome assessors/analysts, but the open-label design may introduce bias. Practice relevance is that this offers a low-cost, scalable strategy for university health-promotion programs using existing smartphone and wearable technology, with the randomized design allowing a clearer estimate of gamification's incremental contribution.