A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial
Clinical Snapshot
PICO Framework
| P — Population | College students aged 18-25 years with BMI 18.5-30.0 kg/m² at Yantai University, excluding those with exercise contraindications, severe physical/mental illness, recent PA interventions, or psychotropic medication use |
| I — Intervention | Gamified mHealth intervention using fitness watch-app system with team-based gamification (competition, points/leaderboards, feedback, rewards) plus standard PA targets (≥150 min MVPA/week or ≥900 MET-min/week) |
| C — Comparator | Control group receiving same fitness watch-app system and PA targets but with monitoring only (no gamification elements) |
| O — Outcomes | Primary: physical activity levels (daily steps, MVPA minutes, weekly MET-minutes) and adherence. Secondary: physical fitness, body composition, executive function, and mental health measures |
Bottom Line
This well-designed RCT demonstrates that adding gamification elements to mobile health platforms significantly improves physical activity levels and adherence among college students. The study's key strength lies in isolating the specific contribution of gamification by keeping the underlying technology platform identical between groups. With large effect sizes (Cohen's d 1.04-2.06) and comprehensive outcomes including fitness, body composition, and mental health improvements, the intervention shows clear clinical benefit. The approach is highly feasible for Australian universities, leveraging existing smartphone infrastructure at low cost. However, the open-label design and short duration limit confidence in long-term effectiveness. The intervention represents a promising, scalable strategy for university health promotion programs, though longer-term studies with diverse populations are needed to confirm sustained benefits.
Key Findings
P Value: P<0.001 for all primary outcomes
Effect Size: Cohen's d=1.81 (95% CI 1.44-2.18) for daily steps; d=2.06 (95% CI 1.68-2.45) for daily MVPA
Primary Outcome: Daily steps: intervention group 10,356±1245 vs control 8242±1087 (difference +2114 steps/day, P<0.001)
Nnt Or Sensitivity: Large effect sizes (d>0.8) suggest approximately 2-3 students need to receive intervention for one additional student to achieve meaningful PA improvement
Confidence Interval: 95% CI 1.44-2.18 for primary outcome effect size
Clinical Application
High feasibility using existing smartphone/wearable technology infrastructure with minimal additional costs for gamification features Highly applicable to Australian universities. Aligns with National Physical Activity Guidelines and university health promotion initiatives. No PBS implications as non-pharmaceutical intervention. Could integrate with existing student health services University students aged 18-25 years with smartphone access and no exercise contraindications
Abstract
BACKGROUND: College students commonly experience suboptimal health conditions, including insufficient physical activity (PA), excessive body weight, and declining physical fitness. Traditional interventions face low adherence, while gamified mobile health (mHealth) programs may improve engagement and outcomes. OBJECTIVE: This study aimed to evaluate the feasibility and effectiveness of a novel gamified, incentive-based mHealth intervention on primary outcomes (PA and adherence) and secondary outcomes (physical fitness, body composition, executive function [EF], and mental health). METHODS: A 2-arm parallel-group randomized controlled trial (RCT) was conducted in 2025 at Yantai University with 160 college students (18-25 years; BMI 18.5-30.0) who were randomized 1:1 (computer-generated, sex-stratified blocks of 4; concealed allocation) to the intervention group (IG) or control group (CG; n=80 each); major exclusions were contraindications to exercise, severe physical/mental illness, recent PA interventions, or psychotropic medication use. Both used the same fitness watch-app system and identical PA targets (≥150 min moderate-to-vigorous physical activity [MVPA] per week or ≥900 metabolic equivalent-minutes [MET-min] per week); IG additionally received team-based gamification (competition, points/leaderboards, feedback, and rewards), while CG received monitoring only. PA and adherence were monitored throughout the 8-week intervention; other outcomes were assessed at baseline and 8 weeks (fitness, body composition, EF, and mental health). Open-label with blinded outcome assessors/analysts; intention-to-treat (ITT) with multiple imputation. RESULTS: At 8 weeks, data were available for 154 participants (IG 78; CG 76); all 160 were analyzed per ITT. Compared to the CG, the IG demonstrated significantly higher mean levels in all primary PA outcomes over 8 weeks (daily steps: mean 10,356, SD 1245 versus 8242, SD 1087; Δ=2114; d=1.81, 95% CI 1.44-2.18; P<.001; daily MVPA: mean 71, SD 15 versus 43, SD 12 min; Δ=28 min; d=2.06, 95% CI 1.68-2.45; P<.001; and weekly MET-min: mean 1650, SD 310 versus 1340, SD 285; Δ=310; d=1.04, 95% CI 0.71-1.37; P<.001). Adherence was also higher in the IG (both P<.001). Key secondary outcomes, including skeletal muscle mass (Δ +0.54 kg), body fat percentage (Δ -0.46 percentage points), 800/1000 m run time (Δ -6.5 s), and depressive symptoms (Δ -2.0 points), significantly favored the IG (all P<.001). No serious adverse events occurred. CONCLUSIONS: This RCT demonstrated that integrating gamification into an mHealth platform significantly enhanced PA, intervention adherence, and selected health outcomes among college students. The key innovation lies in the trial design, which held the technology platform and activity goals constant across groups, thereby allowing a clearer estimate of the incremental contribution of gamification. Unlike many existing studies, this approach reduces confounding from co-occurring intervention components in between-group comparisons. It therefore provides more comparable and methodologically robust evidence on the specific efficacy of gamification in mHealth interventions. For real-world implementation, this model leverages the existing smartphone and wearable ecosystem, offering a low-cost, scalable strategy for university health-promotion programs.
References
- 1.Yang, M., Guo, Y., Li, Z., Jiang, L., Gao, Y., Yang, S., & Zhou, Z. (2026). A gamified mobile health intervention to promote physical activity, executive function, and mental health in college students: Randomized controlled trial. Journal of Medical Internet Research. https://doi.org/10.2196/82769
Related Research
The Knee
Artificial intelligence in the management of sports knee injuries: a narrative review.
3 Aug 2026
Archives of orthopaedic and trauma surgery
Shoulder injuries in rugby union: a systematic review and meta-analysis
31 July 2026
Lasers in medical science
Effect of photobiomodulation on trapezius myofascial pain: a randomized, sham-controlled, double-blind clinical trial.
28 July 2026
This content is for educational purposes for healthcare professionals only and does not constitute clinical advice. Clinical decisions should be based on individual patient assessment, current guidelines, and appropriate specialist consultation. Editorial Standards · Privacy Policy · Terms of Service