
Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study
Author(s) -
Masao Kamada,
Hana Hayashi,
Koichiro Shiba,
Masataka Taguri,
Naoki Kondo,
I-Min Lee,
Ichiro Kawachi
Publication year - 2021
Publication title -
medicine and science in sports and exercise
Language(s) - Uncategorized
Resource type - Journals
eISSN - 1530-0315
pISSN - 0195-9131
DOI - 10.1249/mss.0000000000002770
Subject(s) - league , fandom , incentive , physical activity , psychological intervention , psychology , scale (ratio) , intervention (counseling) , confidence interval , applied psychology , advertising , physical therapy , computer science , medicine , business , artificial intelligence , geography , economics , physics , cartography , astronomy , psychiatry , microeconomics
Gamification, the use of game design elements in nongame contexts, in combination with insights from behavioral economics, has been applied increasingly to behavior change interventions. However, little is known about the effectiveness or scalability of this approach, especially in the long term. We tested a large-scale smartphone-based intervention to encourage physical activity among Japanese baseball fans using gamification techniques that leveraged fandom and interteam competition inherent in sports.