An official app for the Pacific Baseball League’s “Pa-League Walk”: boost the team with your daily steps!
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- MATSUMOTO Nanae
- School of Public Health, The University of Tokyo
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- KAMADA Masamitsu
- School of Public Health, The University of Tokyo
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- HAYASHI Hana
- McCann Public Health
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- KAWACHI Ichiro
- Harvard T.H. Chan School of Public Health
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- HIRAYAMA Taro
- SnowRobin Inc.
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- NEGISHI Tomoki
- Pacific League Marketing Corporation
Bibliographic Information
- Other Title
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- パ・リーグ6球団公式アプリ「パ・リーグウォーク」毎日の歩数でチームを応援!
- パ ・ リーグ 6 キュウダン コウシキ アプリ 「 パ ・ リーグウォーク 」 マイニチ ノ ホスウ デ チーム オ オウエン!
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Description
<p>“Pa-League Walk” is the official app of the Pacific Baseball League. The app was developed based on behavioral science and gamification, using baseball fandom as a key insight, and is designed to help baseball fans stay active while having fun. One of its unique features includes team-based competition which was to encourage competition between opposing teams’ fans based on the total daily steps taken on “game days.” As an incentive, users receive a digital photo of a randomly selected player (from their favorite team) when they achieve 10,000 steps. The project has continued over the long-term and on a large-scale, with over 60,000 free downloads from all 47 prefectures since March 2016. The analyses using de-identified data show that daily steps among users increased meaningfully after the app’s installation, and that the increase was maintained over the long term. Additionally, the app was effective even for men, middle-aged adults, and people of lower socioeconomic statuses – who were under-represented in traditional health programs. Additionally, about a quarter of users were in the pre-contemplation stage of exercise behavior change upon starting to use the app. This model bridges spectator sports and daily physical activity, suggesting new avenues for health promotion and sports policies. The fandom-based approach can also be applied to other sports and entertainment. Non-monetary incentives, a team-based competition that leverages existing solidarity among the target population, and other gamification elements may also be utilized in behavioral change projects throughout the public and private sectors.</p>
Journal
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- Japanese Journal of Health Education and Promotion
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Japanese Journal of Health Education and Promotion 29 (2), 223-228, 2021-05-31
JAPANESE SOCIETY OF HEALTH EDUCATION AND PROMOTION
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Details 詳細情報について
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- CRID
- 1390569923317978112
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- NII Article ID
- 130008052837
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- NII Book ID
- AA11480060
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- ISSN
- 18845053
- 13402560
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- NDL BIB ID
- 032485186
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL Search
- CiNii Articles
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- Abstract License Flag
- Disallowed