None listed
Conditions
Brief summary
Physical inactivity is a leading cause of disease and premature death worldwide. To address this, a growing area of interest is web-based physical activity interventions, which have the potential to reach large numbers of users at relatively low costs, and to effectively change behaviour. At the forefront are interventions capitalising on online social networks and gamification. The current study aims to test the efficacy of 'Active Team', a purpose-built, gamified physical activity intervention that connects users to each other via their Facebook profiles and is delivered via mobile phone application.
Interventions
Active Team is gamified physical activity intervention delivered via mobile phone application (app). The app utilises online social networking platform, Facebook, to connect users to at least two of their existing friends, who form a team. During the 100 day intervention, participants are provided with a pedometer and the Active Team app. They are encouraged to wear the pedometer for all waking hours and aim to take at least 10,000 steps per day. The app also contains social and gamified features, such as the ability for team members to challenge each other to walking-based challenges or send virtual gifts to one another. Server logs of page views and activity in the app will be used to determine engagement with the app.
Sponsors
Study design
Eligibility
Inclusion criteria
Eligible participants: 1. Are aged between 18 - 65 years old 2. Reside in Australia 3. Own a smartphone 4. Use Facebook at least once per week 5. Are English-language proficient 6. Currently perform less than 150 minutes of physical activity per week 7. Are able to recruit at least two Facebook friends to also participate in the study (forming the participants 'team')
Exclusion criteria
1. Affected by a medical condition or disability that precludes them from performing walking-based physical activity