Game-Based Program Boosts Physical Activity Among Adults With Diabetes
A game-based program boosts physical activity among those with type 2 diabetes. When daily step goals for this population were gamified, activity levels for this population increased by an average of between 280 and 606 steps more than the control group whose step goals were not gamified. Gamification is defined as the application of game-like concepts such as goals, competition, and levels. An increase in physical activity is one way to get a better control over type 2 diabetes. Step goals were gamified into three categories:
Support: a participant selected someone outside of the study arm who would . . .
