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      Remotely Monitored Gamification and Social Incentives to Improve Glycemic Control Among Adults With Uncontrolled Type 2 Diabetes (iDiabetes): Protocol for a Randomized Controlled Trial

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          Abstract

          Background

          Type 2 diabetes is a significant cause of morbidity and mortality in the United States. Lifestyle modifications including increasing physical activity and losing weight have been demonstrated to improve glycemic control. However, most patients struggle to make these changes. Many stakeholders are interested in using gamification and social incentives to increase engagement in healthy behaviors. However, these approaches often do not appropriately leverage insights from behavioral economics that could be used to address predictable barriers to behavior change.

          Objective

          This study aimed to describe the protocol for the Influencing DIabetics to Adapt Behaviors related to Exercise and weighT by Enhancing Social incentives (iDiabetes) trial, which aimed to evaluate the effectiveness of gamification interventions that leverage insights from behavioral economics to enhance supportive, competitive, or collaborative social incentives to improve glycemic control, promote weight loss, and increase physical activity among overweight and obese adults with type 2 diabetes.

          Methods

          We are conducting a one-year four-arm randomized controlled trial of 361 overweight and obese patients with type 2 diabetes and a glycated hemoglobin (HbA 1c) level ≥8.0. Wireless weight scales and wearable devices are provided to remotely monitor weight and physical activity and transmit data to the study team. Patients are recruited by email, following which they establish a baseline measure of weight, daily step count, HbA 1c level, and low-density lipoprotein cholesterol level and then repeat these measures at 6 and 12 months. The control arm receives no other interventions. Patients randomized to one of the three intervention arms are entered into a game designed using insights from behavioral economics to enhance supportive, competitive, or collaborative social incentives. To examine predictors of strong or poor performance, participants completed validated questionnaires on a range of areas including their personality, risk preferences, and social network.

          Results

          Enrollment of 361 patients was completed in January 2019. Results are expected in 2020.

          Conclusions

          The iDiabetes trial represents a scalable model to remotely monitor the daily health behaviors of adults with type 2 diabetes. Results from this trial will help provide insights into how to improve management of patients with type 2 diabetes.

          Trial Registration

          ClinicalTrials.gov NCT02961192; https://clinicaltrials.gov/ct2/show/NCT02961192

          International Registered Report Identifier (IRRID)

          DERR1-10.2196/14180

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          Most cited references25

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          Doing It Now or Later

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            Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

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              A Systematic Review of Gamification in e-Health.

              Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
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                Author and article information

                Contributors
                Journal
                JMIR Res Protoc
                JMIR Res Protoc
                ResProt
                JMIR Research Protocols
                JMIR Publications (Toronto, Canada )
                1929-0748
                November 2019
                20 November 2019
                : 8
                : 11
                : e14180
                Affiliations
                [1 ] University of Pennsylvania Philadelphia, PA United States
                [2 ] Penn Medicine Nudge Unit Philadelphia, PA United States
                [3 ] Crescenz Veteran Affairs Medical Center Philadelphia, PA United States
                Author notes
                Corresponding Author: Mitesh Patel mpatel@ 123456pennmedicine.upenn.edu
                Author information
                https://orcid.org/0000-0002-2309-974X
                https://orcid.org/0000-0002-4747-6669
                https://orcid.org/0000-0002-4252-9530
                https://orcid.org/0000-0003-4928-2646
                https://orcid.org/0000-0003-1843-4352
                https://orcid.org/0000-0001-8642-4549
                https://orcid.org/0000-0002-5997-9984
                Article
                v8i11e14180
                10.2196/14180
                6893558
                31746765
                53026980-3799-4829-a3b0-fff4b2fad18e
                ©Michael Fortunato, Joseph Harrison, Ai Leen Oon, Dylan Small, Victoria Hilbert, Charles Rareshide, Mitesh Patel. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 20.11.2019.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited. The complete bibliographic information, a link to the original publication on http://www.researchprotocols.org, as well as this copyright and license information must be included.

                History
                : 8 April 2019
                : 9 May 2019
                : 26 June 2019
                : 26 July 2019
                Categories
                Protocol
                Protocol

                behavioral economics,gamification,social incentives,diabetes,glycemic control weight,physical activity,remote monitoring,wearable devices

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