Publications by authors named "Ai Leen Oon"

Introduction: Physical activity is associated with reduced risk of cognitive and functional decline but scalable, sustainable interventions for populations at risk for Alzheimer's disease (AD) and AD and related dementias (ADRD) are lacking.

Methods: A 12-week randomized-controlled trial was conducted with a 3-week follow-up using a national AD prevention registry (GeneMatch). The control group (n = 50) set step goals and received daily feedback.

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Physical activity is known to contribute to good health, but most adults in the United States do not meet recommended physical activity guidelines. Social incentive interventions that leverage insights from behavioral economics have increased physical activity in short-term trials, but there is limited evidence of their effectiveness in community settings or their long-term effectiveness. The STEP Together study is a Hybrid Type 1 effectiveness-implementation study to address these evidence and implementation gaps.

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Importance: Health promotion efforts commonly communicate goals for healthy behavior, but the best way to design goal setting among high-risk patients has not been well examined.

Objective: To test the effectiveness of different ways to set and implement goals within a behaviorally designed gamification intervention to increase physical activity.

Design, Setting, And Participants: Evaluation of the Novel Use of Gamification With Alternative Goal-setting Experiences was conducted from January 15, 2019, to June 1, 2020.

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Importance: Gamification is increasingly being used for health promotion but has not been well tested with financial incentives or among veterans.

Objective: To test the effectiveness of gamification with social support, with and without a loss-framed financial incentive, to increase physical activity among veterans classified as having overweight and obesity.

Design, Setting, And Participants: This 3-group randomized clinical trial had a 12-week intervention period and an 8-week follow-up period.

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Article Synopsis
  • The study investigates how gamification can promote physical activity and weight loss in adults with uncontrolled type 2 diabetes, as current research on its effectiveness in chronic patients is limited.
  • Conducted as a randomized clinical trial over one year, the research involved 361 participants who received wearable devices and engaged in gamified interventions designed to provide support, collaboration, or competition.
  • Key outcomes measured included daily step count, weight, and hemoglobin A1c levels, with an analysis showing participant demographics and initial health metrics, revealing a diverse group with high average weight and blood sugar levels.
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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.

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Importance: Gamification, the use of game design elements in nongame contexts, is increasingly being used in workplace wellness programs and digital health applications. However, the best way to design social incentives in gamification interventions has not been well examined.

Objective: To assess the effectiveness of support, collaboration, and competition within a behaviorally designed gamification intervention to increase physical activity among overweight and obese adults.

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