Please use this identifier to cite or link to this item: https://doi.org/10.1007/s13142-017-0499-8
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dc.titleEngagement, compliance and retention with a gamified online social networking physical activity intervention
dc.contributor.authorRyan, J
dc.contributor.authorEdney, S
dc.contributor.authorMaher, C
dc.date.accessioned2022-06-08T09:30:58Z
dc.date.available2022-06-08T09:30:58Z
dc.date.issued2017-12-01
dc.identifier.citationRyan, J, Edney, S, Maher, C (2017-12-01). Engagement, compliance and retention with a gamified online social networking physical activity intervention. Translational Behavioral Medicine 7 (4) : 702-708. ScholarBank@NUS Repository. https://doi.org/10.1007/s13142-017-0499-8
dc.identifier.issn18696716
dc.identifier.issn16139860
dc.identifier.urihttps://scholarbank.nus.edu.sg/handle/10635/226767
dc.description.abstractHealth behaviour interventions delivered via online social networks are an increasingly popular approach to addressing lifestyle-related health problems. However, research to date consistently reports poor user engagement and retention. The current study examined user engagement, compliance and retention with Active Team—a gamified physical activity intervention delivered by via an online Facebook application. Associations between engagement and participant (n = 51) demographic and team characteristics (sex, age, education and team size) were examined, as well as temporal trends in engagement during the 50-day intervention. Analyses revealed significant associations between both engagement (p = <0.001) and gamification (p = 0.04) with education, with participants in the middle education category appearing to have the highest rates of engagement and use of gamification features. Gender was also related to engagement, with males demonstrating the highest use of the intervention’s gamification features (p = 0.004). Although compliance was consistently high for the duration, engagement declined steadily throughout the intervention. Engagement peaked on Wednesdays, coinciding with the delivery of a customised email reminder. Findings reveal individual differences in engagement with Active Team, highlighting a need to tailor interventions to the target audience. Gamification features may enhance engagement amongst males, who are traditionally recognised as a difficult demographic group to engage. Finally, the use of customised, periodic push reminders delivered by email may enhance user engagement by drawing them back to the intervention and helping to sustain intervention behaviours.
dc.publisherOxford University Press (OUP)
dc.sourceElements
dc.subjectEngagement
dc.subjectFacebook
dc.subjectGamification
dc.subjectHealth behaviour interventions
dc.subjectOnline social networks
dc.subjectPhysical activity
dc.subjectAdolescent
dc.subjectAdult
dc.subjectAged
dc.subjectElectronic Mail
dc.subjectExercise
dc.subjectFemale
dc.subjectHealth Promotion
dc.subjectHumans
dc.subjectMale
dc.subjectMiddle Aged
dc.subjectPatient Compliance
dc.subjectPatient Participation
dc.subjectReminder Systems
dc.subjectSex Factors
dc.subjectSocial Media
dc.subjectSocial Networking
dc.subjectTime Factors
dc.subjectVideo Games
dc.subjectYoung Adult
dc.typeArticle
dc.date.updated2022-06-07T05:26:22Z
dc.contributor.departmentSAW SWEE HOCK SCHOOL OF PUBLIC HEALTH
dc.description.doi10.1007/s13142-017-0499-8
dc.description.sourcetitleTranslational Behavioral Medicine
dc.description.volume7
dc.description.issue4
dc.description.page702-708
dc.published.statePublished
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