{"title":"Efficacy of an Augmented Reality Location-Based Game on Physical Activity in Middle-Aged Sedentary Workers.","authors":"Hsin-Yen Yen, Fang-Yu Liu, Hao-Yun Huang","doi":"10.1016/j.amepre.2026.108599","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>Prolonged sitting and physical inactivity among office workers pose severe global health risks. Location-based games have emerged as a novel gamified approach to counteract these sedentary lifestyles. This study investigated the effectiveness of a location-based game on physical activity behaviors, psychological determinants, and body composition.</p><p><strong>Study design: </strong>The study design used a two-arm, non-randomized controlled trial between February and May 2025.</p><p><strong>Participants: </strong>Participants were 70 sedentary office workers aged 40 years and above who were assigned to experimental and control groups.</p><p><strong>Intervention: </strong>The experimental group engaged in an 8-week intervention that integrated location-based gameplay, Pikmin Bloom, with progressive daily step goals monitored via a chatbot.</p><p><strong>Main outcome measures: </strong>The evaluation used a self-reported questionnaire and objective body composition metrics.</p><p><strong>Results: </strong>The experimental group had achieved significant within-group improvements in walking and total physical activity after the intervention. Significant group-by-time interactions were observed for all body composition parameters, with the experimental group demonstrating superior improvements in body weight, body mass index, body fat percentage, and skeletal muscle mass compared to the control group.</p><p><strong>Conclusion: </strong>These findings suggest that location-based games can serve as efficacious and accessible mHealth tools for modifying health behaviors in sedentary populations. By transforming routine walking into an interesting and engaging experience, such interventions yield meaningful enhancements in physical activity for occupational health promotion.</p><p><strong>Trial registration: </strong>The study protocol was preregistered at ClinicalTrials.gov (NCT06910995).</p>","PeriodicalId":50805,"journal":{"name":"American Journal of Preventive Medicine","volume":" ","pages":"108599"},"PeriodicalIF":4.7000,"publicationDate":"2026-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"American Journal of Preventive Medicine","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1016/j.amepre.2026.108599","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction: Prolonged sitting and physical inactivity among office workers pose severe global health risks. Location-based games have emerged as a novel gamified approach to counteract these sedentary lifestyles. This study investigated the effectiveness of a location-based game on physical activity behaviors, psychological determinants, and body composition.
Study design: The study design used a two-arm, non-randomized controlled trial between February and May 2025.
Participants: Participants were 70 sedentary office workers aged 40 years and above who were assigned to experimental and control groups.
Intervention: The experimental group engaged in an 8-week intervention that integrated location-based gameplay, Pikmin Bloom, with progressive daily step goals monitored via a chatbot.
Main outcome measures: The evaluation used a self-reported questionnaire and objective body composition metrics.
Results: The experimental group had achieved significant within-group improvements in walking and total physical activity after the intervention. Significant group-by-time interactions were observed for all body composition parameters, with the experimental group demonstrating superior improvements in body weight, body mass index, body fat percentage, and skeletal muscle mass compared to the control group.
Conclusion: These findings suggest that location-based games can serve as efficacious and accessible mHealth tools for modifying health behaviors in sedentary populations. By transforming routine walking into an interesting and engaging experience, such interventions yield meaningful enhancements in physical activity for occupational health promotion.
Trial registration: The study protocol was preregistered at ClinicalTrials.gov (NCT06910995).
期刊介绍:
The American Journal of Preventive Medicine is the official journal of the American College of Preventive Medicine and the Association for Prevention Teaching and Research. It publishes articles in the areas of prevention research, teaching, practice and policy. Original research is published on interventions aimed at the prevention of chronic and acute disease and the promotion of individual and community health.
Of particular emphasis are papers that address the primary and secondary prevention of important clinical, behavioral and public health issues such as injury and violence, infectious disease, women''s health, smoking, sedentary behaviors and physical activity, nutrition, diabetes, obesity, and substance use disorders. Papers also address educational initiatives aimed at improving the ability of health professionals to provide effective clinical prevention and public health services. Papers on health services research pertinent to prevention and public health are also published. The journal also publishes official policy statements from the two co-sponsoring organizations, review articles, media reviews, and editorials. Finally, the journal periodically publishes supplements and special theme issues devoted to areas of current interest to the prevention community.