Outcome measures
The TECH + Gamification group also engaged with custom-designed gamification elements underpinned by the SCT [Teams also participated in a weekly PA challenge game called the Shoe Mascot Game, which was supported by the incoming Fitbit data. Each team had a virtual shoe mascot avatar. The object of the game was to keep their shoe mascot on a virtual walking trail (highest level of the game) and away from three lower levels of the game represented by sedentary objects by achieving two weekly PA challenges that were presented at the start of each week on the study website. Each PA challenge had a corresponding point value. Some challenges were team-based (e.g., your team must collectively accumulate more steps this week versus the prior week), and others were more individual oriented (e.g., one team member will be randomly selected to see if they achieved their personal step goal for the week). During some weeks, teams could pick their challenge from options. If the challenges were met, then the team would not lose points, and their shoe mascot stayed on the walking trail. If the challenges were not fulfilled, then the team would lose points and fall to lower levels, with only one chance to return to the walking trail by achieving a bonus challenge. Team rankings for the game were displayed on the leaderboard, and the team that retained the most points by the end of the 12-week intervention won the game. Winning teams of the step competition and Shoe Mascot Game received a congratulatory message on the website that was visible to all other teams.