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Gamifying Movement Could Be Key To Helping Parkinson’s Patients, Study Finds
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Gamifying Movement Could Be Key To Helping Parkinson’s Patients, Study Finds

In a new study, Parkinson’s patients walked more when they were encouraged to do so by a points-based rewards system. The findings could have major implications for treating the disease

Research has firmly established that physical activity, like walking, is known to improve symptoms and quality of life and slow disease progression for those diagnosed with Parkinson’s disease.

But Parkinson’s patients experience decreased mobility, motor control and physical ability over time, making exercise a significant challenge both mentally and physically.

Gamifying movement could be a potential solution to encouraging Parkinson’s patients to move more, though, according to a new study published in the journal JAMA Neurology.

Over 12 weeks, 74 U.S. veterans with an average age of 73 completed the nonrandomized clinical trial, with two weeks to gather baseline steps, six weeks of the gamification intervention and a four-week follow-up. At baseline, they averaged 4,825 steps a day.

Participants received a step goal 20% higher than baseline. At the beginning of each week, they received 70 points during the intervention, with every day a participant met their step goal, they would earn or lose 10 points, whether or not they met their goal. Anyone with at least 40 points by the end of the week would advance a level in the game.

The researchers found a 28% increase in daily steps from baseline during the six-week intervention period, and a 12% increase in the four-week follow-up. Nearly 70% of the time, the participants met their step goals during the gamification period, and 54% of the time during the follow-up period.

“These results offer strong initial evidence for the utility of a remote gamification intervention that leverages personal motivation to increase activity for people with Parkinson’s disease,” the researchers wrote.

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They also pointed out that the automated, remote implementation of this method makes it a low-cost, scalable intervention for Parkinson’s patients who often face barriers to physical movement, while its success in a clinical setting is encouraging.

Previous research has bolstered the impact that gamification can have on workout motivation. One study from 2024 found that using a points or money-earning system for those who have cardiovascular disease or were at high risk helped participants achieve and sustain high levels of physical activity.

The new findings could further support the use of apps like DietBet, WayBetter and HealthyWage — which use cash payouts as an incentive towards weight loss goals — or Sweatcoin, which rewards step count with a digital currency to be spent on products or donated to a selected charity.

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