Table 1.
Behavioral change techniques used in the gamified digital app and the physical nudges (MoveMore intervention) or in the basic digital app (control).
| Behavioral components | MoveMore intervention | Control; basic digital app | |
|
|
Gamified digital app | Physical nudges |
|
| Self-monitoring (ie, accelerometer) | ✓a | N/Ab | ✓ |
| Information about health consequences | ✓ | ✓ | ✓ |
| Information about emotional consequences | ✓ | ✓ | ✓ |
| Self-monitoring | ✓ | N/A | ✓ |
| Goal setting (behavior) | ✓ | N/A | ✓ |
| Discrepancy between current behavior and goal | ✓ | N/A | ✓ |
| Personalized feedback on individual progress | ✓ | N/A | ✓ |
| Personalized feedback on team progress | ✓ | N/A | N/A |
| Graded tasks | ✓ | N/A | N/A |
| Reward (outcome) | ✓ | N/A | N/A |
| Social support | ✓ | N/A | N/A |
| Restructuring of the social environment | ✓ | N/A | N/A |
| Social comparison | ✓ | ✓ | N/A |
| Prompts and cues | ✓ | ✓ | ✓ |
| Present information from a credible source in favor of the desired behavior | N/A | ✓ | N/A |
aBehavior change techniques applied through the gamified digital app, physical nudges, or basic digital app.
bN/A: not applicable.