The University of Texas Medical Branch
Galveston, Texas, 77555, United States
NCT Number: NCT01953224
The purpose of the study is to test an intervention that uses a mobile game to encourage increased physical activity among adults.
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Notify Me18 year–69 year
All sexes
Interventional
Not applicable
Galveston, Texas, 77555, United States
Physical activity reduces cardiometabolic risk factors. Unfortunately, a majority of adults do not meet activity recommendations. Though walking is a preferred method for activity with proven effectiveness, motivating sustained adherence to activity goals is difficult. "Gamification" using technology-based tools holds promise for motivating increased adherence to physical activity goals. Gamification occurs when elements from video games (such as leaderboards, badges, and progression through a virtual narrative) are integrated into non-game applications. Game elements may motivate faster, longer, and/or more frequent walking by making walking and self-monitoring more enjoyable. In the proposed research the investigators seek to test the feasibility and acceptability of a technology-based intervention that "gamifies" physical activity using technology. The investigators will randomize 40 inactive overweight adults (20 women, aged 18 - 69) to either an intervention group or a wait-list control. (Note: 10 additional participants will be recruited for a pre-pilot one-arm test of the intervention to ensure that the mobile devices, cellular service, game, etc. are working correctly.) The intervention will consist primarily of provision of a mobile device loaded with a narrative-based walking application ("app"). Participants will be instructed to use the app to achieve activity goals increasing from 60 to 150 or more minutes per week. The app uses global positioning systems and accelerometry to track exercise duration and intensity. Investigators will call participants weekly for brief counseling and technical support. The intervention will last 12 weeks. Primary outcomes are process measures of feasibility and acceptability, including attrition, reasons for drop-out, adherence to use of the app, exposure to calls, and any adverse events. The investigators will also compare behavioral (physical activity), weight-related (weight, body composition), and health outcomes (fitness, blood pressure) in the intervention group to the wait-list control. Finally, theory-based intermediate variables, such as self-efficacy, intrinsic motivation, and self-regulation, will also be investigated. This study will provide crucial information regarding the promise of gamified apps and will lay a foundation for a larger research program in technology-based cardiovascular health promotion.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Other names: Zombies, Run!
Time frame: Baseline to 12 weeks
Minutes of physical activity measured over a 7 day period. Baseline values were carried forward for participants lost to followup.
Time frame: Baseline to 12 weeks
Maximal treadmill test to measure fitness (operationalized as the amount of oxygen used by the body during maximal effort). Baseline values were carried forward for participants lost to followup.
Time frame: Baseline to 12 weeks
We will use dual x-ray absorptiometry to measure body fat percentage. Baseline values were carried forward for participants lost to followup.
Time frame: Baseline to 12 weeks
Systolic and diastolic blood pressure will be measured using standard methods. Baseline values were carried forward for participants lost to followup.
Time frame: Baseline to 12 weeks
We will measure weight using a calibrated scale. Baseline values were carried forward for participants lost to followup.
Time frame: Baseline to 12 weeks
We will measure intrinsic motivation using the intrinsic regulation subscale from the Behavioral Regulation in Exercise Questionnaire-2. This measure uses a scale from 0 (not true for me) to 4 (very true for me). Positive changes indicate increases in intrinsic motivation over time. Baseline values were carried forward for participants lost to followup.
Time frame: 12 weeks
We will investigate the number of participants who drop out of the intervention group in comparison to the control group and to norms for similar studies
Time frame: 12 weeks
Acceptability will be self-reported using a variety of items taken from previous studies of physical activity interventions and usability
Time frame: 12 weeks
Based on objective measures taken from individual game accounts, we will determine the discrete number of uses of the game app
Time frame: 12 weeks
Based on counselor logs, we will determine the number of counseling phone calls completed for each participant
Time frame: 12 weeks
We will inquire about potential adverse events during counseling calls and assessment visits. Discrete events will be summed, and the number of participants with events will be summed.
The University of Texas Medical Branch, Galveston
Other
STEP AND GO: A Study of Technology-based Exercise Promotion and Gaming Outcomes
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