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ABSTRACT: Importance
Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans.Objective
To test the effectiveness of gamification with social support, with and without a loss-framed financial incentive, to increase physical activity among veterans classified as having overweight and obesity.Design, setting, and participants
This 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period. Participants included veterans with a body mass index greater than or equal to 25 who were receiving care from a single site in Philadelphia, Pennsylvania. Participants underwent a remotely monitored intervention from March 19, 2019, to August 9, 2020. Data analyses were conduc
SUBMITTER: Agarwal AK
PROVIDER: S-EPMC8271358 | biostudies-literature | 2021 Jul
REPOSITORIES: biostudies-literature