American Journal of Health Promotion · 2019 · 35 citations · 24 references
Public HealthHealth BehaviorHealth PromotionMental Health PromotionPhysical ActivityWorkplace Health PromotionBehavior Change StrategiesHealth Status MeasurementOccupational Health PromotionPhysical Activity PromotionWeight ManagementWorkplace Physical ActivityBehavior Change TechniquesEmployee WellnessGamificationGamification EffectsHealth Outcomes AnalysisWellness BenefitsWellness Program DesignWellness Promotion
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 (HbA 1c ; −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.
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A Global Measure of Perceived Stress
Sheldon Cohen, Robin Mermelstein · Journal of Health and Social Behavior · 1983 · 32.4K citations