Abstract Overview
Background:
Diverse and disadvantaged populations, including those experiencing high deprivation (IMD 1-4), disability, long term health conditions (LTC) and from an ethnically culturally diverse backgrounds (ECD), can have a higher prevalence of inactivity, decreased life satisfaction, typically resulting in a greater risk of ill health.
Purpose:
Explore the behaviour change in diverse populations of children and adults as a result of gamification intervention, Beat the Street (BTS).
Methods:
18054 adults and children (57% adults, 20% ECD, 4% disability, 17 % LTC, 65% female, 48 % from IMD1-4) from the 2022 and 2023 BTS games were included with the proportional decrease in inactivity according to group analysed via McNemar Test. BTS is a gamified behaviour change intervention (Intelligent Health UK) incentivising active travel, engagement with nature and community and a mass shared positive experience. Items from the Active Lives Survey captured physical activity, active travel, wellbeing, and life satisfaction.
Results:
The greatest proportional change of inactive to active for both children and adults was found in diverse populations compared to the overall population (6%; X2 (1)7740.9, p<0.01 and 8%; X2 (1)10310, p<0.01, respectively). 6% decrease in children’s inactivity, with the greatest decrease observed in those with a disability (8%; X2 (3)156.3, p<0.01). 8% decrease in adults classed as inactive, with the largest decreases in those with a disability and a LTC (15%; X2(3)390.7, p<0.01).
Conclusions:
These outcomes further support the use of gamification as effective in promoting engagement in PA, regardless of background or ability.
Practical implications:
Inclusive engagement in physical activity to crucial to support those most in need, especially in the current climate of rising inequality and inequity.
Funding:
Individual BTs interventions were funded by local public sector agencies, with additional funding for England based games by Sport England.
Additional Authors