Cancer, Cardiovascular Disease, Diabetes, Obesity
Conditions
Keywords
Physical activity, Video game, Mobile, Technology, Obesity
Brief summary
The purpose of the study is to test an intervention that uses a mobile game to encourage increased physical activity among adults.
Detailed description
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.
Interventions
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.
Sponsors
Study design
Eligibility
Inclusion criteria
1. Age between 18 and 69 years old 2. BMI is between 25 kg/m2 and 35 kg/m2 3. Able to read and understand English 4. Able to read words in standard applications on a mobile device 5 large 5. Able to walk for exercise 6. Able to find transportation to the study location 7. Willing to use a smartphone provided by the study to participate 8. Willing to listen to a potentially scary or sad story that includes violence 9. Willing to share basic information on walks with other participants via a social network
Exclusion criteria
1. (If female) currently pregnant or nursing or plan to become pregnant in the next 6 months 2. Report a heart condition, chest pain during periods of activity or rest, or loss of consciousness on the Physical Activity Readiness Questionnaire (PAR-Q, items 1 - 4). Reporting taking medicine for blood pressure on this questionnaire will require a doctor's note to participate. 3. Unable to walk for exercise (self-report) 4. Report current symptoms of alcohol or substance dependence 5. Plans to move away from the Galveston-Houston area in the next 4 months or to be out of town for more than 1 week during the study period 6. Unwillingness to report drugs taken for comorbidities such as hypertension or diabetes 7. Takes medications for diabetes or thyroid issues 8. Stroke, hip fracture, hip or knee replacement, or spinal surgery in the past 6 months 9. Participant is active (60 minutes of moderate-vigorous intensity activity per week or more) 10. Another member of the household is a participant or staff member on this trial 11. Currently a participant in a physical activity or weight loss research trial 12. Recently (less than six months ago) completed a physical activity or weight loss research trial 13. Recently (less than six months ago) lost more than 5% of their body weight 14. Report a history of orthopedic complications that would prevent optimal participation in the physical activities prescribed (e.g., heel spurs, severe arthritis - may be eligible, but a doctor's note will be required) 15. Current smoker 16. Currently uses Zombies, Run! for exercise
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Change in Physical Activity From Baseline to 12 Weeks | Baseline to 12 weeks | Minutes of physical activity measured over a 7 day period. Baseline values were carried forward for participants lost to followup. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Change in Physical Fitness From Baseline to 12 Weeks | 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. |
| Change in Body Fat Percentage From Baseline to 12 Weeks | 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. |
| Change in Blood Pressure From Baseline to 12 Weeks | 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. |
| Change in Weight From Baseline to 12 Weeks | Baseline to 12 weeks | We will measure weight using a calibrated scale. Baseline values were carried forward for participants lost to followup. |
| Change in Motivation From Baseline to 12 Weeks | 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. |
Other
| Measure | Time frame | Description |
|---|---|---|
| Number of Participants Who Drop Out of the Study From Baseline to 12 Weeks | 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 |
| Acceptability | 12 weeks | Acceptability will be self-reported using a variety of items taken from previous studies of physical activity interventions and usability |
| Number of Counseling Calls Completed From Baseline to 12 Weeks | 12 weeks | Based on counselor logs, we will determine the number of counseling phone calls completed for each participant |
| Number of Participants With Adverse Events | 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. |
| Frequency of App Use Over 12 Weeks | 12 weeks | Based on objective measures taken from individual game accounts, we will determine the discrete number of uses of the game app |
Countries
United States
Participant flow
Pre-assignment details
Pre-pilot results (N = 10) are not reported here, as outcomes are not comparable to those from the main trial. Specifically, the pre-pilot tested assignment of mobile phones to individuals as a delivery method for the intervention, which was found to be not feasible. Conclusions from the pre-pilot about intervention content would be biased.
Participants by arm
| Arm | Count |
|---|---|
| Game-based Intervention This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: 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.
Smartphone | 20 |
| Wait List Control This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. | 20 |
| Total | 40 |
Withdrawals & dropouts
| Period | Reason | FG000 | FG001 |
|---|---|---|---|
| Overall Study | Lost to Follow-up | 1 | 1 |
| Overall Study | Withdrawal by Subject | 1 | 2 |
Baseline characteristics
| Characteristic | Game-based Intervention | Total | Wait List Control |
|---|---|---|---|
| Age, Continuous | 46.9 years STANDARD_DEVIATION 13.44 | 48.00 years STANDARD_DEVIATION 12.63 | 49.1 years STANDARD_DEVIATION 12.01 |
| Ethnicity (NIH/OMB) Hispanic or Latino | 4 Participants | 8 Participants | 4 Participants |
| Ethnicity (NIH/OMB) Not Hispanic or Latino | 16 Participants | 32 Participants | 16 Participants |
| Ethnicity (NIH/OMB) Unknown or Not Reported | 0 Participants | 0 Participants | 0 Participants |
| Race (NIH/OMB) American Indian or Alaska Native | 0 Participants | 0 Participants | 0 Participants |
| Race (NIH/OMB) Asian | 0 Participants | 2 Participants | 2 Participants |
| Race (NIH/OMB) Black or African American | 2 Participants | 4 Participants | 2 Participants |
| Race (NIH/OMB) More than one race | 0 Participants | 0 Participants | 0 Participants |
| Race (NIH/OMB) Native Hawaiian or Other Pacific Islander | 0 Participants | 0 Participants | 0 Participants |
| Race (NIH/OMB) Unknown or Not Reported | 2 Participants | 2 Participants | 0 Participants |
| Race (NIH/OMB) White | 16 Participants | 32 Participants | 16 Participants |
| Region of Enrollment United States | 20 participants | 40 participants | 20 participants |
| Sex: Female, Male Female | 18 Participants | 35 Participants | 17 Participants |
| Sex: Female, Male Male | 2 Participants | 5 Participants | 3 Participants |
Adverse events
| Event type | EG000 affected / at risk | EG001 affected / at risk |
|---|---|---|
| deaths Total, all-cause mortality | 0 / 20 | 0 / 20 |
| other Total, other adverse events | 2 / 20 | 3 / 20 |
| serious Total, serious adverse events | 0 / 20 | 0 / 20 |
Outcome results
Change in Physical Activity From 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
Population: Four participants' baseline data were found to be invalid based on standard protocols for accelerometer data cleaning/preparation (i.e., 4 days of 10+ hours wear time)
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Game-based Intervention | Change in Physical Activity From Baseline to 12 Weeks | 8.82 minutes per day | Standard Deviation 19.24 |
| Wait List Control | Change in Physical Activity From Baseline to 12 Weeks | 2.32 minutes per day | Standard Deviation 17.13 |
Change in Blood Pressure From 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
Population: Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here.
| Arm | Measure | Group | Value (MEAN) | Dispersion |
|---|---|---|---|---|
| Game-based Intervention | Change in Blood Pressure From Baseline to 12 Weeks | systolic | 3.62 mmHg | Standard Deviation 9.83 |
| Game-based Intervention | Change in Blood Pressure From Baseline to 12 Weeks | diastolic | 0.42 mmHg | Standard Deviation 7.84 |
| Wait List Control | Change in Blood Pressure From Baseline to 12 Weeks | systolic | 2.44 mmHg | Standard Deviation 8.37 |
| Wait List Control | Change in Blood Pressure From Baseline to 12 Weeks | diastolic | -0.88 mmHg | Standard Deviation 2.8 |
Change in Body Fat Percentage From 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
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Game-based Intervention | Change in Body Fat Percentage From Baseline to 12 Weeks | -0.41 percent body fat | Standard Deviation 1 |
| Wait List Control | Change in Body Fat Percentage From Baseline to 12 Weeks | -0.20 percent body fat | Standard Deviation 1.33 |
Change in Motivation From 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: Baseline to 12 weeks
Population: One participant did not provide usable data at baseline.
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Game-based Intervention | Change in Motivation From Baseline to 12 Weeks | 0.76 units on a scale | Standard Deviation 0.97 |
| Wait List Control | Change in Motivation From Baseline to 12 Weeks | 0.18 units on a scale | Standard Deviation 0.73 |
Change in Physical Fitness From 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
Population: Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here.
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Game-based Intervention | Change in Physical Fitness From Baseline to 12 Weeks | -0.01 mL/kg/min | Standard Deviation 1.63 |
| Wait List Control | Change in Physical Fitness From Baseline to 12 Weeks | 0.15 mL/kg/min | Standard Deviation 1.32 |
Change in Weight From 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
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Game-based Intervention | Change in Weight From Baseline to 12 Weeks | 0.02 pounds | Standard Deviation 2.01 |
| Wait List Control | Change in Weight From Baseline to 12 Weeks | -0.18 pounds | Standard Deviation 2.44 |
Acceptability
Acceptability will be self-reported using a variety of items taken from previous studies of physical activity interventions and usability
Time frame: 12 weeks
Frequency of App Use Over 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
Number of Counseling Calls Completed From Baseline to 12 Weeks
Based on counselor logs, we will determine the number of counseling phone calls completed for each participant
Time frame: 12 weeks
Number of Participants Who Drop Out of the Study From Baseline to 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
Number of Participants With Adverse Events
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.
Time frame: 12 weeks