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[https://jamanetwork.com/journals/jamainternalmedicine/article-abstract/2749761] - - public:weinreich
behavior_change, design, gaming, obesity - 4 | id:266739 -

In this randomized clinical trial of 602 overweight and obese adults from 40 states across the United States, gamification interventions with support, collaboration, and competition significantly increased physical activity compared with the control group during the 24-week intervention. The competition arm had the greatest increase in physical activity from baseline during the intervention; during the 12-week follow-up, physical activity was lower in all arms, but remained significantly greater in the competition arm than in the control arm.

[https://hbr.org/2019/05/improving-health-care-by-gamifying-it?utm_source=ActiveCampaign&utm_medium=email&utm_content=Rejection+Kills+%5BBest+Reads%5D&utm_campaign=Weekly+Digest+%28May+19%29] - - public:weinreich
behavior_change, design, gaming - 3 | id:251668 -

A central challenge for all health-related gamification programs is engaging participation, particularly among high-risk patients. Several design elements commonly found within gamified health and wellness programs could be made more engaging by incorporating behavioral insights.

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