Gamifying Step Count to Increase Cancer Survivors' Motivation and Physical Activity: A Randomized Controlled Feasibility Study of Steps2Health

Authors: Robertson MC, Lyons EJ, Liao Y, Baum ML, Basen-Engquist KM

Category: Lifestyles Behavior, Energy Balance & Chemoprevention
Conference Year: 2020

Abstract Body:
Purpose The primary objective of this study was to evaluate the feasibility and acceptability of Steps2Health, a novel physical activity intervention for cancer survivors. Steps2Health is grounded in Self-Determination Theory (SDT) and uses game design elements with wearable technologies to increase physical activity-related motivation. Methods We randomized 78 insufficiently active cancer survivors to an experimental or comparison group. All participants received a physical activity tracker. Participants in the experimental group also received MMS messages. The messages were triggered by real-time step count and presented information about a virtual journey. They included photographs and vivid descriptions of the journey locations to increase intrinsic motivation associated with physical activity. Additional messages targeted perceptions of autonomy, relatedness, and competence. We administered surveys pre- and post-intervention and conducted 15 individual interviews to evaluate the intervention. We conducted mixed effects linear modeling to explore changes in motivation and physical activity. Results There was minimal loss to follow up (4%), device wear was high (83.5% of days), and technical problems were minimal. Messages targeting intrinsic motivation, autonomy, and competence were generally perceived as enjoyable and compelling. Messages targeting relatedness were less highly rated, and the response rate (36%) to these messages did not meet the feasibility criterion (75%). From pre- to post-test, participants tended to increase their motivation for physical activity (B = 0.156, 95% CI [0.010, 0.302], P = 0.039, d = 0.50), but there was not a statistically significant group difference. Assignment to the experimental group was associated with increases in self-reported physical activity (B = 10.778, 95% CI [3.541, 18.015], P = 0.005, d = 0.69). Conclusions Evidence supports the feasibility and acceptability of Steps2Health's use of real-time game design elements to target intrinsic motivation, however, acceptably targeting relatedness presents additional challenges. Steps2Health may help cancer survivors increase their physical activity levels.

Keywords: Physical activity; Cancer Survivors; Self- Determination Theory; Gamification