P. Kaur1, S. V. Mehta5,7, T. Wojda3, P. Bower4, M. Fenty6, M. Kender8, K. Boardman7, M. Miletics7, J. C. Stoltzfus1, S. P. Stawicki1,2 1St. Luke’s University Health Network,Department Of Research & Innovation,Bethlehem, PA, USA 2St. Luke’s University Health Network,Department Of Surgery,Bethlehem, PA, USA 3St. Luke’s University Health Network,Department Of Family Medicinee,Warren, PA, USA 4St. Luke’s University Health Network,Development,Bethlehem, PA, USA 5St. Luke’s University Health Network,Department Of Gastroenterology,Bethlehem, PA, USA 6St. Luke’s University Health Network,Information Technology – Innovation Program,Allentown, PA, USA 7St. Luke’s University Health Network,Weight Management Center,Allentwwn, PA, USA 8St. Lukes University Health Network,St. Luke’s Internal Medicine- Miners,Coaldale, PA, USA
Introduction: In response to the obesity epidemic, various strategies have been proposed. While the surgical approaches remain most effective long-term management option, the effectiveness and sustainability of short-term, non-surgical weight loss remains controversial. Gamification(e.g., point systems and constructive competition) of weight loss activities may help achieve more sustainable results. We hypothesized that the use of smartphone-based gamification platform (SBGP) would facilitate sustained non-surgical weight loss at 3 months. In addition, we sought to examine if intensity of SBGP participation correlates with outcomes, and if it has parallel effects on hemoglobin A1c (HA1c) levels.
Methods: An IRB-approved, prospective, randomized study (01/2017-02/2018) included 100 bariatric surgery candidates, randomized to either SBGP (n=50) or No SBGP (NSBGP, n=50). Following enrollment, SBGP patients installed a mobile app (Picture It! Ayogo, Vancouver, Canada) and received usage instructions. Patients were followed for 3 months (weight checks, patient engagement questionnaires, health-care encounters). Mobile app frequency was also tracked (number of interactions, real-time feedback). Primary (weight loss) and secondary (HA1c) outcomes at 3 months were then contrasted between SBGP and NSBGP groups using non-parametric statistical testing. In addition, the intensity of app use was contrasted with weight loss for the SBGP group. Participation was measured on a low-intermediate-high scale (a composite of in-app encouragements, likes, answers and “daily quest” inputs).
Results:After losing 4 patients to follow-up, 49 SBGP and 47 NSBGP patients completed the study. There were no significant demographic differences between the two groups (mean age 38.4±10.4, median weight 273 lbs, 81% female, 28% diabetic, 44% hypertensive). We noted no significant differences in average weight loss at 3 months between SBGP (3.94 lbs) and NSBGP (1.45 lbs) groups. However, actively engaged patients lost more weight (8.33 lbs) compared to less engaged patients (2.51 lbs) in the SBGP group. Of note, absolute measured weight loss was greater among women (Figure 1A). We did not note statistically significant diffrences in HA1c among the groups (Figure 1B).
Conclusion:This study suggests that when using gamification as an adjunct in non-surgical approaches to weight loss, active patient engagement and female gender may be the strongest determinants of success. Our findings will be important in guiding strategies to optimize weight loss through customization and personalization of SBGP approaches to maximize patient engagement and clinical results.