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Table 3 Social support outcomes

From: Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot

 

Mean (SD)

Modele

Model adjusted for covariatesf

Measure

TECH

TECH + 

Gamification

Gamification

Effectg

P Value

Gamification

Effectg

P Value

Baseline

2.34 (0.49)a

2.62 (0.58)b

NA

NA

NA

NA

12 weeks

2.80 (0.65)b

3.12 (0.64)b

0.04 (-0.21 to 0.28)

.76

0.04 (-0.21 to 0.28)

.76

Follow-up, 52 weeks

2.76 (0.60)c

3.01 (0.66)d

-0.02 (-0.25 to 0.21)

.87

-0.02 (-0.25 to 0.21)

.87

  1. aN = 59
  2. bN = 57
  3. cN = 49
  4. dN = 48
  5. eAdjusted for repeated measures and team random effect
  6. fAdjusted for repeated measures, team random effect, age, BMI, marital status, sex, race/ethnicity, education, and team size
  7. gThe TECH + Gamification arm is compared with the TECH arm during the specified periods