Short-term engagement with a smartwatch-linked gamified smartphone app is achievable in cardiac telerehabilitation after acute coronary syndrome, though adherence to predefined gamified exercise standards was lower than app use rates, suggesting that refinement of reward rules and target HR thresholds may be necessary.
Key Findings
Results
The overall app use rate (primary endpoint) was 59.9% across the intervention period.
App use rate was defined as the number of app log-in days divided by the number of intervention days.
The mean intervention duration was 29 (SD 6) days.
16 patients were enrolled across 2 Japanese institutions.
94% (15/16) of participants were male, with a mean age of 62 (SD 13) years.
Results
The target heart rate exercise adherence rate was 50%, lower than the overall app use rate.
Target HR exercise adherence rate was defined as the proportion of patients who exercised for 30 minutes within the target HR range on 3 or more days per week.
The target anaerobic threshold heart rate range was ±10 bpm.
Prescribed exercise was walking for 30 minutes or longer, 3 to 5 days or more per week, at a Borg scale score of 11 to 13.
The discrepancy between app use rate (59.9%) and adherence rate (50%) suggests that logging in did not consistently translate to protocol-compliant exercise.
Results
Peak oxygen consumption increased from 18.4 to 21.1 mL/kg/min over the 1-month intervention.
Baseline peak VO2 was 18.4 (SD 4.1) mL/kg/min.
Post-intervention peak VO2 was 21.1 (SD 5.4) mL/kg/min.
This represents an increase of approximately 2.7 mL/kg/min.
Peak oxygen consumption was a secondary endpoint of the study.
Results
Perceived exercise-related hassle decreased substantially, with mean visual analog scale scores dropping from 57 to 32.
Mean VAS score for exercise-related hassle reduced from 57 (SD 33) at baseline to 32 (SD 26) post-intervention.
VAS score for perceived exertion was listed as a secondary endpoint.
This reduction suggests improved subjective tolerability of the exercise program over time.
Results
No adverse events related to app use were identified during the study period.
Safety was assessed as part of the feasibility evaluation.
One hospitalization occurred during the study period but was described as unrelated to the intervention.
The study population included patients with ST-elevated myocardial infarction or non-ST-elevated myocardial infarction who had undergone percutaneous coronary intervention.
Participants were enrolled after hospital discharge.
Methods
The gamification mechanism awarded points to participants only when exercising within their target anaerobic threshold heart rate range (±10 bpm).
The smartphone app used was called the 'Shin-po Kei app.'
Each participant received both a smartphone and a smartwatch connected to the app.
Points were earned specifically for exercise within the target HR range, linking the reward structure directly to exercise intensity compliance.
The study is a single-arm, pre-post intervention design with no control group.
Discussion
The study identified that refinement of reward rules and target HR thresholds may be necessary to improve adherence to gamified exercise standards.
The gap between app use rate (~60%) and target HR adherence rate (50%) was highlighted as a key finding.
Authors suggest gamification reward rules may need adjustment to better incentivize protocol-compliant exercise.
The ±10 bpm target HR threshold was identified as potentially in need of revision.
The study was framed as a feasibility study, not a definitive efficacy trial.
What This Means
This research studied whether a gamified smartphone app paired with a smartwatch could help heart attack patients stick to a home-based exercise rehabilitation program. Sixteen patients who had recently suffered a heart attack and undergone a procedure to open blocked arteries were given a smartwatch and smartphone loaded with an app called Shin-po Kei. The app rewarded patients with points when they exercised at the right intensity — measured by their heart rate — for at least 30 minutes on multiple days per week. The study ran for about one month after patients were discharged from the hospital.
The researchers found that patients logged into the app on about 60% of intervention days, and half of patients consistently met the full gamified exercise standard of exercising at the target heart rate for 30 minutes at least three days per week. Physical fitness, measured by peak oxygen uptake, improved from about 18 to 21 mL/kg/min, and patients reported less hassle and difficulty associated with exercising by the end of the program. Importantly, no safety problems related to using the app were identified.
This research suggests that combining a smartwatch with a gamified app is a feasible and safe approach to help heart attack patients exercise at home after leaving the hospital. However, the gap between simply opening the app and actually meeting the full exercise targets points to a need to refine how the app rewards patients — for example, by adjusting the heart rate target ranges or the point-earning rules — to better encourage protocol-compliant exercise. Larger studies with control groups would be needed to confirm whether this approach is more effective than standard care.
Arima Y, Kaihara T, Nakamura M, Sone K, Yoshida T, Utsugi Y, et al.. (2026). Cardiac Telerehabilitation Using a Smartwatch and a Gamified Smartphone App: Single-Arm Pre-Post Feasibility Study.. JMIR cardio. https://doi.org/10.2196/85808