Gamification increases adherence to a healthy lifestyle and motor activity in healthy individuals.
OBJECTIVE
To study the impact of gamification on motor activity and the adherence of healthy individuals to learning the basics of a healthy lifestyle.
MATERIALS AND METHODS
A 50-day cross-sectional study was conducted. Healthy individuals aged 17 to 55 were examined using the Health Bonus mobile application. An open-label cohort observational non-randomized study with an adaptive design included 76 respondents. Physical activity in the form of controlled walking with counting the number of steps was assessed using a smartphone accelerometer. Respondents’ adherence to using the application was estimated as the ratio of all users to the number of those who completed the proposed program, expressed as a percentage.
RESULTS
Users’ motor activity during application use was rated as average. Adherence to the application was 67%. Users’ physical activity was higher (by 10%) on working days. Users’ motor activity on working days and weekends was compared. In addition, related information on the quality of life of respondents was obtained and summarized using the SF-36 and WHO-100 questionnaires; the presence or absence of depression signs was assessed using the PHQ-9 score, and information on alcohol consumption was analyzed using the AUDIT questionnaire. Minimal signs of depression, average indicators of quality of life, and minimal alcohol consumption were identified according to the proposed questionnaires.
CONCLUSION
The study showed that gamification increases the motor activity of healthy individuals and improves awareness about healthy lifestyles.