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Investigation Of A WeChat-based Intervention Integrating Gamification And Social Incentives To Improve Health Behaviors And Related Social Cognition Among Undergraduate Students

Posted on:2020-03-31Degree:MasterType:Thesis
Country:ChinaCandidate:D D MoFull Text:PDF
GTID:2494306188957439Subject:Public Health and Preventive Medicine
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Object:To evaluate the effectiveness of a We Chat-based intervention integrating gamification and social incentives by investigating whether it could effectively increase subjectively-measured eating,physical activity and sleeping behaviors as well as related social cognition among Chinese undergraduate students.Methods:(1)Subjects: 98 freshmen in a college in Shanghai were recruited.(2)Study design: A randomized controlled trial involving one eating intervention group,one physical activity intervention group and one sleep intervention group was conducted,consisting of a 1-week run-in period and a 7-week intervention period.Data were collected twice: at baseline and after the intervention.(3)Statistical analysis: Data analysis was conducted with SPSS version 22.Effect of intervention on behaviors and related social cognition was tested using independent samples Mann-Whitney U test.Trends of behaviors during the intervention for each week were analyzed through repeated measures ANOVA.Result:(1)Before intervention,the dietary status of the subjects: the average number of days for three meals on time in the past week was 4.38 ± 2.49 days;the average number of vegetables consumed per day in the past week was 3.21±1.30);the average number of fruits consumed per day was 1.01±0.92;the average number of days for eating unhealthy foods in the past week was 4.62±1.69 days;(2)Before the intervention,the subjects’ physical activity: the average length of VPA in the past week was 60.35 + 52.47 minutes;the average length of MPA in the past week was 84.05 + 51.37 minutes;the average length of walking in the past week was 291.32 + 203.97 minutes;the average length of meditation in the past week was 3498.76 + 803.17 minutes;(3)Before the intervention,the average time of going to bed in the subjects was24.55 ±1.37 per night in the past month(going to bed at about 0:33 a.m.);the average time between going to bed and falling asleep per night was 26.74±16.82 minutes;the average time of getting up in the past month was 8.48±1.70(getting up at about 8:29 a.m.);The average length of sleep was 7.36 +1.19hours;(4)Eating related attitude,subject norm,perceived behavior control and intention,as well as self-reported eating behavior in the intervention group,were increased after the intervention,compared to the control group(P<0.05).(5)During the intervention,eating behavior in the intervention group was on the rise,while it kept steady in the control group(P<0.05).(6)PA related subject norm,perceived behavior control and intention,as well as self-reported vigorous physical activity and moderate physical activity in the intervention group,were increased after the intervention,compared to the control group(P<0.05).(7)During the intervention,perceived daily physical activity duration in the intervention group was on the rise,while it declined in the control group(P<0.05).(8)Sleeping behavior and related attitude,subject norm,perceived behavior control and intention in the intervention group didn’t show increase,compared to the control group(P>0.05).(9)During the intervention,sleeping behavior in the intervention group and the control group both kept steady(P>0.05).Conclusion:The We Chat-based intervention integrating gamification and social incentives could effectively improve subjectively-measured eating behaviors,physical activity,and related social cognition among Chinese undergraduate students,and was a promising way to ameliorate the problems of health behaviors among the youth.
Keywords/Search Tags:gamification, social incentives, undergraduate students, health behaviors, social cognition, social media
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