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Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial

Overview of attention for article published in Journal of General Internal Medicine, July 2018
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (91st percentile)
  • High Attention Score compared to outputs of the same age and source (86th percentile)

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2 news outlets
blogs
1 blog
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7 X users

Citations

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67 Dimensions

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284 Mendeley
Title
Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial
Published in
Journal of General Internal Medicine, July 2018
DOI 10.1007/s11606-018-4552-1
Pubmed ID
Authors

Gregory W. Kurtzman, Susan C. Day, Dylan S. Small, Marta Lynch, Jingsan Zhu, Wenli Wang, Charles A. L. Rareshide, Mitesh S. Patel

Abstract

Social networks influence obesity patterns, but interventions to leverage social incentives to promote weight loss have not been well evaluated. To test the effectiveness of gamification interventions designed using insights from behavioral economics to enhance social incentives to promote weight loss. The Leveraging Our Social Experiences and Incentives Trial (LOSE IT) was a 36-week randomized, controlled trial with a 24-week intervention and 12-week follow-up. One hundred and ninety-six obese adults (body mass index ≥ 30) comprising 98 two-person teams. All participants received a wireless weight scale, used smartphones to track daily step counts, formed two-person teams with a family member or friend, and selected a weight loss goal. Teams were randomly assigned to control or one of two gamification interventions for 36 weeks that used points and levels to enhance collaborative social incentives. One of the gamification arms also had weight and step data shared regularly with each participant's primary care physician (PCP). The primary outcome was weight loss at 24 weeks. Secondary outcomes included weight loss at 36 weeks. At 24 weeks, participants lost significant weight from baseline in the control arm (mean: - 3.9 lbs; 95% CI: - 6.1 to - 1.7; P < 0.001), the gamification arm (mean: - 6.6 lbs; 95% CI: - 9.4 to - 3.9; P < 0.001), and the gamification arm with PCP data sharing (mean: - 4.8 lbs; 95% CI: - 7.4 to - 2.3; P < 0.001). At 36 weeks, weight loss from baseline remained significant in the control arm (mean: - 3.5 lbs; 95% CI: - 6.1 to - 0.8; P = 0.01), the gamification arm (mean: - 6.3 lbs; 95% CI: - 9.2 to - 3.3; P < 0.001), and the gamification arm with PCP data sharing (mean: - 5.2 lbs; 95% CI: - 8.5 to - 2.0; P < 0.01). However, in the main adjusted model, there were no significant differences in weight loss between each of the intervention arms and control at either 12, 24, or 36 weeks. Using digital health devices to track behavior with a partner led to significant weight loss through 36 weeks, but the gamification interventions were not effective at promoting weight loss when compared to control. clinicaltrials.gov Identifier: 02564445.

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 284 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 284 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 38 13%
Student > Bachelor 33 12%
Student > Ph. D. Student 27 10%
Researcher 22 8%
Student > Doctoral Student 13 5%
Other 45 16%
Unknown 106 37%
Readers by discipline Count As %
Medicine and Dentistry 35 12%
Nursing and Health Professions 30 11%
Psychology 20 7%
Social Sciences 19 7%
Sports and Recreations 15 5%
Other 48 17%
Unknown 117 41%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 28. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 16 October 2023.
All research outputs
#1,396,127
of 25,711,518 outputs
Outputs from Journal of General Internal Medicine
#1,096
of 8,244 outputs
Outputs of similar age
#28,634
of 340,418 outputs
Outputs of similar age from Journal of General Internal Medicine
#19
of 146 outputs
Altmetric has tracked 25,711,518 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 94th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,244 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 22.2. This one has done well, scoring higher than 86% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 340,418 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 91% of its contemporaries.
We're also able to compare this research output to 146 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 86% of its contemporaries.