Community activity intervention reduced sitting time and improved population physical activity levels
Robert C. MacKinnon, Zoe Marshall, Steve Rose, Matthew Jewiss, Laurie Butler, Julia Gawronska, Lee Smith, William Bird, Gregory Deacon

TL;DR
A community-based game reduced sitting time and increased physical activity among children and adults in a short-term study.
Contribution
The study demonstrates the effectiveness of gamification in promoting physical activity and reducing sedentary behavior in real-world settings.
Findings
Participants reported reduced sitting time and increased wellbeing after the intervention.
The percentage of inactive children and adults decreased following the gamified activity.
Life satisfaction improved among adult participants.
Abstract
The aim of the present study was to investigate the impact of the Beat the Street intervention; a gamification intervention to promote physical activity, reduce sitting time and improve wellbeing, among residents of Chelmsford and South Woodham Ferrers. Pre-post experimental design of the Beat the Street Intervention. Beat the Street gamifies neighbourhoods, incentivising the community to actively travel, collecting virtual points at sensors on selected lamp posts called ‘Beat Boxes’ advertised on maps and phone applications. Participants were asked to complete a baseline questionnaire after registering, and before the six-week “game phase” of the intervention. A follow-up questionnaire was then completed at the end of the intervention. Mean differences were calculated to provide interpretations of differences. Within-subjects differences for all measures were assessed by Wilcoxon…
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Taxonomy
TopicsObesity, Physical Activity, Diet · Physical Activity and Health · Children's Physical and Motor Development
