The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years. Issue 6 (July 2019)
- Record Type:
- Journal Article
- Title:
- The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years. Issue 6 (July 2019)
- Main Title:
- The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years
- Authors:
- Lowensteyn, Ilka
Berberian, Violette
Berger, Claudie
Da Costa, Deborah
Joseph, Lawrence
Grover, Steven A. - Abstract:
- Purpose: To evaluate the results of a workplace wellness program that incorporates gamification principles. Design: In this prospective cohort study, the participation rate and observed health outcomes were evaluated after approximately 2 years. Setting and participants: All permanent employees (n = 775) of a national company located in Canada were eligible to participate. Intervention: The wellness program included web-based challenges (team or individual) incorporating gamification strategies to improve exercise, nutrition, weight reduction, and mental health management behaviors. Measures and analysis: The primary outcomes were employee participation rates. The secondary pre-specified outcomes were the sustained benefits of the program on physical and mental health measures. Results: Participation rates in the health screenings were 78% (baseline), 54% (year 1), and 56% (year 2). Participation in the 4 team web-based challenges ranged from 33% to 68% with 76% to 86% of participants tracking their activity on at least half of the days. After 2 years, there were significant clinical improvements in systolic blood pressure (−1.3mm Hg), total cholesterol/high-density lipoprotein (HDL) ratio (−0.14), glycated haemoglobin (HbA1c ; −0.1%), weekly physical activity (+264 Metabolic Equivalents [METs]), perceived stress score (−17%), insomnia severity index (−16%), general fatigue (−10%), and reductions in the cardiovascular age gap (−0.3 years). Greater benefits occurred amongPurpose: To evaluate the results of a workplace wellness program that incorporates gamification principles. Design: In this prospective cohort study, the participation rate and observed health outcomes were evaluated after approximately 2 years. Setting and participants: All permanent employees (n = 775) of a national company located in Canada were eligible to participate. Intervention: The wellness program included web-based challenges (team or individual) incorporating gamification strategies to improve exercise, nutrition, weight reduction, and mental health management behaviors. Measures and analysis: The primary outcomes were employee participation rates. The secondary pre-specified outcomes were the sustained benefits of the program on physical and mental health measures. Results: Participation rates in the health screenings were 78% (baseline), 54% (year 1), and 56% (year 2). Participation in the 4 team web-based challenges ranged from 33% to 68% with 76% to 86% of participants tracking their activity on at least half of the days. After 2 years, there were significant clinical improvements in systolic blood pressure (−1.3mm Hg), total cholesterol/high-density lipoprotein (HDL) ratio (−0.14), glycated haemoglobin (HbA1c ; −0.1%), weekly physical activity (+264 Metabolic Equivalents [METs]), perceived stress score (−17%), insomnia severity index (−16%), general fatigue (−10%), and reductions in the cardiovascular age gap (−0.3 years). Greater benefits occurred among employees at higher risk. Conclusions: Workplace wellness programs that evolve over time and focus primarily on fun and competitive challenges may support long-term participation, behavior change, and sustained improvements in clinical outcomes. … (more)
- Is Part Of:
- American journal of health promotion. Volume 33:Issue 6(2019)
- Journal:
- American journal of health promotion
- Issue:
- Volume 33:Issue 6(2019)
- Issue Display:
- Volume 33, Issue 6 (2019)
- Year:
- 2019
- Volume:
- 33
- Issue:
- 6
- Issue Sort Value:
- 2019-0033-0006-0000
- Page Start:
- 850
- Page End:
- 858
- Publication Date:
- 2019-07
- Subjects:
- workplace wellness -- gamification -- exercise -- web-based -- challenges -- employee health -- mental health -- stress management -- sleep -- fatigue -- nutrition
Health promotion -- Periodicals
Health Promotion
Health promotion
Periodicals
Periodicals
613.05 - Journal URLs:
- http://ahp.sagepub.com/ ↗
http://www.ajhpcontents.com/ ↗
http://www.healthpromotionjournal.com/ ↗
http://www.sagepublications.com/ ↗ - DOI:
- 10.1177/0890117118823165 ↗
- Languages:
- English
- ISSNs:
- 0890-1171
- Deposit Type:
- Legaldeposit
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- Available online (eLD content is only available in our Reading Rooms) ↗
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