Beat the Street - A gamification based community wide physical activity intervention
PHE ePoster Library. Harris M. Sep 12, 2017; 186589; 22
Mr. Marc Harris
Mr. Marc Harris
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Abstract
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Abstract IntroductionPeople who are physically active have a 20-30% reduced risk of premature death1, however a recent review concluded insufficient evidence for current population physical activity (PA) interventions, citing scalability as a major contributory factor2. Beat the Street aims to address this key implementation issue by turning a town/city into a game where players register their walking and cycling journeys by tapping a smartcard on RFID readers called 'Beat Boxes' placed on lampposts around the town or city. Players monitor their progress via a website where they can see their own and their team's progress, and the overall city/town target.MethodDuring registration, participants complete a questionnaire which includes a validated PA measure3. Follow up surveys take place at the end of the game and up to 8 months later. Pre-intervention/post-intervention comparisons are completed based on survey responses and in-depth analysis is completed based on data from each player's activity by tapping their card on beat boxes.Results In 2016, 18 community-wide interventions were delivered throughout the UK. In total, 300,053 people played the game, 64,512 players registered online and 6,767 players completed a follow-up survey immediately following the game period. Pre-test/post-test analyses revealed a 9% increase in the proportion of people meeting the CMO PA guidelines and a 5% decrease in the proportion of people reporting being inactive (p <.05). ConclusionThe findings from 18 Beat the Street interventions delivered across the UK in 2016 suggests that gamification is a promising approach to changing population levels of PA.
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