Please use this identifier to cite or link to this item: https://scholarbank.nus.edu.sg/handle/10635/153845
Title: EFFECTIVENESS OF GAMIFIED BEHAVIOURAL CHANGE INTERVENTION TO IMPROVE HEALTHY LIFESTYLE AMONG ADULTS : A SYSTEMATIC REVIEW AND META-ANALYSIS
Authors: CRYSTAL CHUA MIN SIU
Keywords: Gamification
Game Element
Physical Activity
Diet
Weight
Behaviour Change
Issue Date: 25-May-2019
Citation: CRYSTAL CHUA MIN SIU (2019-05-25). EFFECTIVENESS OF GAMIFIED BEHAVIOURAL CHANGE INTERVENTION TO IMPROVE HEALTHY LIFESTYLE AMONG ADULTS : A SYSTEMATIC REVIEW AND META-ANALYSIS. ScholarBank@NUS Repository.
Abstract: Background: Physical activity (PA), weight and diet management are healthy behavioural changes needed to reduce obesity rate. However, the prevalence of overweight and obese adults continue to rise. Gamification can potentially offer an enjoyable solution to increase behavioural changes for these adults. Objectives: (a) synthesize the best available evidence on the effectiveness of gamification to increase healthy behavioural change in both physical and psychological health outcomes; (b) evaluate which are the essential components and game elements of gamification that can improve healthy behavioural change based on subgroup analysis Method: Searches were conducted on CINALH, Cochrane, EMBASE, PubMed, ProQuest, PsycINFO and Scopus for Randomized Controlled Trials from inception (1967) to 15 January 2019. MERSQI and GRADE were used to evaluate the risk of bias and strength of evidence for these trials. RevMan software was used. Additionally, Cohen’s d was used to measure overall effect size. I² index and ?² test were used to evaluate heterogeneity. Results: Overall, 923 trials were identified. 12 RCT were eventually included, with 1,556 participants who are of mixed weight. Overall Risk of Bias was rated “unclear”, MERSQI scores indicated that the internal validity of the trials was adequate and GRADE suggested that the overall quality of evidence were either very low or low. Meta-analysis reported that gamified behavioural intervention can produce a small to moderate effect size in increasing the change in light intensity PA and improve overall PA, and moderate to large effect in increasing the change in overall PA. ix Conclusion: Gamification can be implemented into behavioural change interventions to improve PA to promote a healthier lifestyle and decrease the rate of obesity. Implications: Trials can consider strengthening their RCT methods to reduce biases and consider longer follow-up, preferably beyond one year. Trials can also explore the efficacy of different game elements to identify the most effective game designs in improving behavioural changes.
URI: https://scholarbank.nus.edu.sg/handle/10635/153845
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