Budget Amount *help |
¥4,810,000 (Direct Cost: ¥3,700,000、Indirect Cost: ¥1,110,000)
Fiscal Year 2017: ¥780,000 (Direct Cost: ¥600,000、Indirect Cost: ¥180,000)
Fiscal Year 2016: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
Fiscal Year 2015: ¥2,600,000 (Direct Cost: ¥2,000,000、Indirect Cost: ¥600,000)
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Outline of Final Research Achievements |
The purposes of this study were to examine the effectiveness of the gamification based intervention on health behavior change. Participants were 53 Japanese undergraduate and graduate students. In the intervention group, daily physical activity and dietary behavior were assessed using a mobile phone application called The Way of Health. The program was conducted for 100 days. ANOVA results for daily steps per week revealed a significant increase of daily steps only in intervention group. Similarly the results of ANOVA for the diet behavior score, it was revealed the score of intervention group was significantly increased than control group along with time. This study indicated the possibility that gamification could work well for promoting healthy behaviors. Elements of gamification might be recognized as a facilitating factor for participant’s engagement to program.
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