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STEP AND GO: A Study of Technology-based Exercise Promotion

STEP AND GO: A Study of Technology-based Exercise Promotion and Gaming Outcomes

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01953224
Enrollment
40
Registered
2013-09-30
Start date
2014-09-30
Completion date
2016-11-30
Last updated
2018-08-01

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cancer, Cardiovascular Disease, Diabetes, Obesity

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.

DEVICESmartphone

Sponsors

American Heart Association
CollaboratorOTHER
The University of Texas Medical Branch, Galveston
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to 69 Years
Healthy volunteers
Yes

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

MeasureTime frameDescription
Change in Physical Activity From Baseline to 12 WeeksBaseline to 12 weeksMinutes of physical activity measured over a 7 day period. Baseline values were carried forward for participants lost to followup.

Secondary

MeasureTime frameDescription
Change in Physical Fitness From Baseline to 12 WeeksBaseline to 12 weeksMaximal 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 WeeksBaseline to 12 weeksWe 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 WeeksBaseline to 12 weeksSystolic 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 WeeksBaseline to 12 weeksWe will measure weight using a calibrated scale. Baseline values were carried forward for participants lost to followup.
Change in Motivation From Baseline to 12 WeeksBaseline to 12 weeksWe 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

MeasureTime frameDescription
Number of Participants Who Drop Out of the Study From Baseline to 12 Weeks12 weeksWe 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
Acceptability12 weeksAcceptability 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 Weeks12 weeksBased on counselor logs, we will determine the number of counseling phone calls completed for each participant
Number of Participants With Adverse Events12 weeksWe 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 Weeks12 weeksBased 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

ArmCount
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
Total40

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyLost to Follow-up11
Overall StudyWithdrawal by Subject12

Baseline characteristics

CharacteristicGame-based InterventionTotalWait List Control
Age, Continuous46.9 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 Participants8 Participants4 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
16 Participants32 Participants16 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants2 Participants2 Participants
Race (NIH/OMB)
Black or African American
2 Participants4 Participants2 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
2 Participants2 Participants0 Participants
Race (NIH/OMB)
White
16 Participants32 Participants16 Participants
Region of Enrollment
United States
20 participants40 participants20 participants
Sex: Female, Male
Female
18 Participants35 Participants17 Participants
Sex: Female, Male
Male
2 Participants5 Participants3 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 200 / 20
other
Total, other adverse events
2 / 203 / 20
serious
Total, serious adverse events
0 / 200 / 20

Outcome results

Primary

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)

ArmMeasureValue (MEAN)Dispersion
Game-based InterventionChange in Physical Activity From Baseline to 12 Weeks8.82 minutes per dayStandard Deviation 19.24
Wait List ControlChange in Physical Activity From Baseline to 12 Weeks2.32 minutes per dayStandard Deviation 17.13
Secondary

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.

ArmMeasureGroupValue (MEAN)Dispersion
Game-based InterventionChange in Blood Pressure From Baseline to 12 Weekssystolic3.62 mmHgStandard Deviation 9.83
Game-based InterventionChange in Blood Pressure From Baseline to 12 Weeksdiastolic0.42 mmHgStandard Deviation 7.84
Wait List ControlChange in Blood Pressure From Baseline to 12 Weekssystolic2.44 mmHgStandard Deviation 8.37
Wait List ControlChange in Blood Pressure From Baseline to 12 Weeksdiastolic-0.88 mmHgStandard Deviation 2.8
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Game-based InterventionChange in Body Fat Percentage From Baseline to 12 Weeks-0.41 percent body fatStandard Deviation 1
Wait List ControlChange in Body Fat Percentage From Baseline to 12 Weeks-0.20 percent body fatStandard Deviation 1.33
Secondary

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.

ArmMeasureValue (MEAN)Dispersion
Game-based InterventionChange in Motivation From Baseline to 12 Weeks0.76 units on a scaleStandard Deviation 0.97
Wait List ControlChange in Motivation From Baseline to 12 Weeks0.18 units on a scaleStandard Deviation 0.73
Secondary

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.

ArmMeasureValue (MEAN)Dispersion
Game-based InterventionChange in Physical Fitness From Baseline to 12 Weeks-0.01 mL/kg/minStandard Deviation 1.63
Wait List ControlChange in Physical Fitness From Baseline to 12 Weeks0.15 mL/kg/minStandard Deviation 1.32
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Game-based InterventionChange in Weight From Baseline to 12 Weeks0.02 poundsStandard Deviation 2.01
Wait List ControlChange in Weight From Baseline to 12 Weeks-0.18 poundsStandard Deviation 2.44
Other Pre-specified

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

Other Pre-specified

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

Other Pre-specified

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

Other Pre-specified

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

Other Pre-specified

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

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026