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Permanent link (DOI): https://doi.org/10.7939/R3JQ0T23B

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The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level Open Access

Descriptions

Other title
Subject/Keyword
Fitbit
Stair Climbing
Gamification
Type of item
Thesis
Degree grantor
University of Alberta
Author or creator
Fairbairn, Shayna M
Supervisor and department
Mummery, William Kerry (Physical Education and Recreation)
Examining committee member and department
Stroulia, Eleni (Computing Science)
Jennings, Cally (Physical Education and Recreation)
Department
Physical Education and Recreation
Specialization

Date accepted
2014-09-29T09:56:08Z
Graduation date
2014-11
Degree
Master of Arts
Degree level
Master's
Abstract
The addition of gamification in the health promotion field is an up and coming method that is being utilized to raise engagement and keep more participants involved to maximize the effectiveness of interventions. Gamification is most often used in conjunction with technology such as web-based interventions. Because this method is new there is limited research to show if gamification is an effective tool. The results of this study seek to help fill this void. Methods: A total of 109 participants were recruited from two work places in Edmonton, Alberta (three work sites). One work place was allocated to the intervention group and the other work place (two work sites) was allocated to the control group. A Solomon Four Group design was used for this study; a two-week baseline was used as the pretest. Both groups used the Fitbit One physical activity monitoring device to record the number of stairs they climbed. The control group recorded their stairs on a generic website that provided only numeric feedback; the intervention group recorded their data on a website that was built with gamified elements included. Results: A significant increase was found in the number of stairs climbed by the intervention group regardless of the presence of baseline, F(1, 29) = 4.20, p = .05. No significant correlation was found between engagement with the website and number of stairs climbed, r = .251, p = .067. When self-efficacy was broken down into the three categories no significant correlation between task self-efficacy and stairs climbed, r = .097, p = .357. However, significant positive correlations was found for both coping and scheduling self- efficacy, r = .251, p = .039 and r = .237, p = .023 respectively. Conclusion: The results of this study are encouraging with respect to the use of gamification as a tool to maximize the effectiveness of web-based physical activity interventions. Due to the study design used in this study we were able to isolate the effects of gamification and can say that there is a place for gamification within web-based interventions. The positive effects of gamification led to the intervention group to increase the number of stairs they climbed significantly more than the control group. The results of this study also lend support to the use of stair climbing as a modifiable target beahviour in a workplace setting.  
Language
English
DOI
doi:10.7939/R3JQ0T23B
Rights
Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission.
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