Conclusions
Augmenting a theory-based e/mHealth PA promotion program with gamification elements designed to tap into social support within existing social ties was feasible and resulted in a positive, clinically meaningful additive PA effect while in place but did not enhance PA once withdrawn. Given the support inherent within existing social ties, increasing ubiquitousness of health-promoting technologies, and heightened commercial and scientific interest in gamification, continued exploration of methods that capitalize on the combination of these three factors for affecting PA and overall well-being is warranted.