# A Randomized Trial of Behaviorally Designed Gamification and Social Incentives to Increase Physical Activity Among Overweight and Obese Veterans

> **NIH VA I01** · PHILADELPHIA VA MEDICAL CENTER · 2022 · —

## Abstract

PROJECT SUMMARY/ABSTRACT
Background: Gamification is the use of game design elements such as points and levels in non-game
contexts. Gamification is used commonly within workplace wellness programs and digital health applications;
however, its effectiveness has been limited. A significant opportunity is to incorporate principles from
behavioral economics, which have been effective in informing intervention designs that achieve sustained
improvements in health behavior by addressing the ‘predictable irrationality’ of humans. Our group has
conducted two successful clinical trials using gamification and either collaboration or competition to increase
physical activity in other settings. We have conducted three pilot studies with Veterans to tailor these
approaches to their specific needs and experiences.
Significance: Higher levels of regular physical activity are associated with reduced risk of cardiovascular
disease, diabetes, hypertension, obesity, and mortality. Despite this, more than half of Veterans do not achieve
enough physical activity to obtain these benefits.
Innovation and Impact: This will be one of the first clinical trials to incorporate behavioral economic principles
and social incentives within the design of gamification to increase physical activity among obese Veterans with
hypertension. It will also be one of the first to directly examine the impact of these interventions on clinical
outcomes associated with increased physical activity and examine cost-effectiveness To improve scalability
and decrease burden on Veterans, the entire study will be conducted completed remotely including enrollment
and interventions. Moreover, we will use state-of-the-art statistical and machine learning techniques to
examine personalization of interventions.
Specific Aims: Aim 1: To evaluate the effectiveness of gamification with collaboration or competition to
increase physical activity . Aim 2: To evaluate the effectiveness of gamification to improve clinical outcomes.
Aim 3: To conduct a qualitative process evaluation and implementation analysis to inform implementation
efforts within VA. Aim 4: To conduct a quantitative evaluation of Veteran characteristics related to
demographics, past experiences, social networks, and other factors to identify heterogeneity in treatment
effects. Aim 5: To assess the cost-effectiveness of the gamification interventions.
Methodology: Obese Veterans with hypertension will be enrolled into a three-arm randomized, controlled trial
comprised of a 6-month intervention and a 3-month follow-up. Wearable devices will be used to passively
monitor physical activity levels. Clinical outcomes will be captured by digital weight scales and blood pressure
cuffs through video conferencing. Interventions will be deployed using Way to Health, a technology platform
that we have demonstrated is feasible to use within the VA Health System. Outcomes will include physical
activity in steps (primary), minutes of moderate-to-vigorous p...

## Key facts

- **NIH application ID:** 10317644
- **Project number:** 1I01HX003286-01A2
- **Recipient organization:** PHILADELPHIA VA MEDICAL CENTER
- **Principal Investigator:** Scott Ryan Greysen
- **Activity code:** I01 (R01, R21, SBIR, etc.)
- **Funding institute:** VA
- **Fiscal year:** 2022
- **Award amount:** —
- **Award type:** 1
- **Project period:** 2022-06-01 → 2026-05-31

## Primary source

NIH RePORTER: https://reporter.nih.gov/project-details/10317644

## Citation

> US National Institutes of Health, RePORTER application 10317644, A Randomized Trial of Behaviorally Designed Gamification and Social Incentives to Increase Physical Activity Among Overweight and Obese Veterans (1I01HX003286-01A2). Retrieved via AI Analytics 2026-05-24 from https://api.ai-analytics.org/grant/nih/10317644. Licensed CC0.

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