Summary: In adults with obesity and/or type 2 diabetes (mean age 47.9 years, 74% female) referred for physical activity intervention, the Kiplin digital health program combining face-to-face sessions, online supervised sessions, and app-based gamified modules over 3 months demonstrated significantly greater increases in daily steps (+1085 during intervention, +1775 at follow-up) and moderate-to-vigorous physical activity compared to standard hospital-based supervised physical activity with 36 in-person sessions over 12 weeks, with notable individual variability in response patterns and comparable cost-effectiveness.
| PICO | Description |
|---|---|
| Population | Adults with obesity and/or type 2 diabetes (mean age 47.9 years, 74% female) referred to University Hospital of Clermont-Ferrand, France for physical activity intervention. |
| Intervention | Kiplin digital health program comprising two face-to-face sessions, 20 online supervised sessions, and three app-based gamified modules (challenges, rewards, social competition) over 3 months, with 6-month follow-up assessment. |
| Comparison | Standard hospital-based adapted physical activity (APA) program with three weekly face-to-face supervised sessions for 12 weeks (36 total in-person sessions). |
| Outcome | Kiplin participants increased daily steps by +1085 during intervention and +1775 during 6-month follow-up vs usual care. Moderate-to-vigorous physical activity increased significantly. Cost-effectiveness comparable between approaches. Notable individual variability in response patterns observed. |
Clinical Context
Physical activity is fundamental to obesity and type 2 diabetes management, yet most patients fail to meet recommended activity levels. Traditional supervised exercise programs—while effective—face substantial barriers: geographic access, scheduling conflicts, transportation challenges, and limited capacity at healthcare facilities. These barriers disproportionately affect patients who would benefit most from structured activity support.
Digital health interventions offer potential solutions by delivering exercise guidance remotely, accommodating flexible schedules, and scaling beyond facility capacity constraints. Gamification—incorporating game-design elements like challenges, rewards, and social competition—may enhance engagement and adherence beyond standard digital programs. The combination of digital delivery with gamification and telecoaching represents an emerging model for scalable behavioral intervention.
However, questions remain about whether digital interventions match the effectiveness of face-to-face supervised programs, which provide real-time feedback, social accountability, and immediate correction of exercise form. This trial directly compared a gamified digital program against traditional supervised exercise to determine whether digital approaches can achieve comparable or superior outcomes.
Clinical Pearls
1. Digital Programs Can Outperform In-Person Supervision: The ~1000-1800 step/day advantage with Kiplin challenges assumptions that face-to-face supervision is inherently superior. Digital delivery with gamification and telecoaching achieved greater activity increases than traditional supervised programs—while requiring less in-person contact.
2. Benefits Persist Beyond Active Intervention: The step count advantage actually increased during the 6-month follow-up (+1775 vs +1085 during intervention), suggesting digital programs may foster sustainable behavior change rather than just supervised compliance. Gamification may build intrinsic motivation that persists after program completion.
3. Individual Response Variability Is Substantial: The idiographic analysis revealed heterogeneous responses—some participants responded dramatically while others showed minimal change. This highlights the need for personalized approaches and early identification of non-responders who may need alternative interventions.
4. Cost-Effectiveness Comparable: Despite different resource requirements, cost-effectiveness was similar between approaches. Digital programs require technology infrastructure but reduce facility and personnel costs; traditional programs require more staff time but less technology investment.
Practical Application
Consider digital gamified programs for patients who face barriers to in-person program attendance, prefer flexible scheduling and self-paced progression, are motivated by competitive or achievement-based incentives, or live in areas with limited supervised program access. The technology-forward approach may appeal particularly to younger patients comfortable with smartphone applications.
Traditional supervised programs remain valuable for patients who prefer in-person social interaction and accountability, have mobility limitations requiring real-time form correction, lack technology access or digital literacy, or have failed previous unsupervised exercise attempts.
Monitor early engagement metrics to identify non-responders. If patients aren’t increasing activity within the first few weeks, consider switching approaches or providing additional support. The individual variability observed suggests “one size fits all” approaches will fail for substantial patient subgroups.
Broader Evidence Context
This trial adds to growing evidence that digital health interventions can achieve clinical outcomes comparable to or exceeding traditional care delivery. Similar findings have emerged for digital diabetes management, remote cardiac rehabilitation, and virtual physical therapy. The COVID-19 pandemic accelerated digital health adoption, establishing infrastructure that continues post-pandemic.
Gamification represents a specific engagement strategy with variable evidence; this trial supports its use in physical activity promotion. The combination with telecoaching may be important—pure gamification without human support shows more mixed results.
Study Limitations
The single-center French population may not generalize to other healthcare systems or cultural contexts. Self-reported physical activity and step counts may be subject to reporting bias. Long-term durability beyond 9 months and clinical outcomes (weight loss, HbA1c improvement) weren’t primary endpoints. The specific Kiplin platform may not be available in all regions.
Bottom Line
A digital gamified fitness program with telecoaching increases daily physical activity more than traditional supervised exercise in adults with obesity and diabetes. Digital delivery offers a scalable, cost-comparable alternative to in-person programs that may improve access while maintaining or exceeding effectiveness.
Source: Mazéas A, et al. “Effect of a Digital Health Physical Activity Program Integrating Gamification for Obesity Management in Comparison With Usual Care: Randomized Controlled Trial With an Idiographic Approach.” 2025. Read article.
