Autonomous Motivation as a Mechanism of Change in a Gamified Digital Physical Activity Intervention: A Randomized Controlled Trial

Authors

  • Billy Jeen M. Martin Western Mindanao State University

DOI:

https://doi.org/10.18666/TPE-2026-V83-I3-13523

Abstract

University students have been noted to have a drop in their levels of physical activity due to their academic transitions. When it comes to moderate-to-vigorous physical activity (MVPA), digital methods have shown to work inconsistently. This randomized controlled trial aimed to find out if a digital intervention that is gamified promotes more behavioral and motivational changes than a digital intervention that is prompt-based and if statistically motivational changes of an autonomous nature explain the differences. PATHFIT2 students (N=180) from the Philippines were assigned to either a gamified digital intervention or a non-gamified, standard digital intervention for a duration of eight weeks. Both conditions were directed to use MyFitnessPal to log their exercise and were given daily activity prompts. The gamified condition was given additional stimulation in the form of rewards for points, streaks, bonus badges, and leaderboard feedback. At pretest and posttest, MVPA (verified activity logs for MVPA) and motivational regulation (using the BREQ-3) and cardiovascular endurance (3-minute step test), muscular endurance (a push-up test), and body mass index were assessed. The mixed-design ANOVA showed significant changes in MVPA over time with the gamified condition resulting in the more pronounced changes (η²p = .11, d = 0.67). The gamified condition showed significant increases in both identified and intrinsic regulation. Improvement of both cardiovascular and muscular endurance were noted to be more substantial in the gamified condition although the changes in BMI were quite mild. Changes in intrinsic regulation were shown through bootstrapped mediation analyses to statistically account for part of the relationship between intervention condition and MVPA (indirect effect \u03b2 = .15, 95% CI [.07, .27]). This means that gamified digital interventions improve the level of physical activity participants engage in, beyond increasing it through digital prompts, and that alterations in autonomous motivation account for a large portion of the relationship. A university program that includes autonomy-supportive gamification may be an effective and widely applicable method for enhancing participants' behavioral and functional health. 

  

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Published

2026-04-21

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Articles