“We found that a behaviorally designed gamification program led to significant increases in physical activity compared to a control group that used wearable devices alone.
"Tuligundua kuwa mpango wa uchezaji ulioundwa kitabia ulisababisha ongezeko kubwa la shughuli za kimwili ikilinganishwa na kikundi cha udhibiti kilichotumia vifaa vinavyoweza kuvaliwa pekee.