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Social and Financial Incentives to Increase Physical Activity Among Overweight and Obese Veterans

Evaluating Connected Health Approaches to Improving the Health of Veterans (CDA 15-065)

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03563027
Enrollment
180
Registered
2018-06-20
Start date
2019-03-19
Completion date
2020-08-09
Last updated
2021-09-28

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

Conditions

Physical Activity

Keywords

Physical activity, Incentive, Wearable device, Gamification

Brief summary

In this randomized, controlled trial the investigators will compare the use of social and financial incentive-based interventions to increase physical activity among overweight and obese Veterans during a 12-week intervention with 8 weeks of follow-up.

Detailed description

In this 3-arm randomized trial, the investigators will compare the effectiveness of a social incentive-based gamification intervention with and without loss-framed financial incentives to increase physical activity relative to a control among overweight and obese adults Veterans. All Veterans will use a Fitbit wearable device to establish a baseline step count, select a step goal increase of 33% to 50% above baseline and then participate in a 12-week intervention and 8-week follow-up period. The two intervention arms will be entered into a game with points and levels designed using insights from behavioral economics. They will be asked to select a social support partner who will receive weekly updates on their progress in the game. Veterans in one arm will also receive loss-framed financial incentives allocated to an account each week during the intervention and financial incentives taken away each day the step goal was not achieved.

Interventions

Game-based intervention with points and levels

BEHAVIORALSupport Sponsor

Participants select a support sponsor to receive weekly updates on progress in the game

BEHAVIORALFinancial Incentive

Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met

Sponsors

VA Office of Research and Development
Lead SponsorFED

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
DOUBLE (Investigator, Outcomes Assessor)

Masking description

Investigator and Outcomes assessor will be masked until the trial is completed and all analyses are finished.

Intervention model description

Parallel 3-arm randomized, controlled trial

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* Veterans * Body mass index of 25 or greater * Access to smartphone or tablet to sync wearable device data * Interest in participating in a 20-week physical activity program

Exclusion criteria

* Already participating in a physical activity research study * Unable to provide informed consent * Unsafe or infeasible to participate * No access to smartphone or table to sync wearable device data

Design outcomes

Primary

MeasureTime frameDescription
Change in Mean Daily Steps From Baseline Relative to ControlIntervention period of weeks 5 to 12 which excludes the 4-week ramp-upDaily steps counts

Secondary

MeasureTime frameDescription
Change in Mean Daily Steps From Baseline Relative to ControlFollow-up period of weeks 13 to 20Daily step counts
Proportion of Participant-days Step Counts Were Achieved Relative to ControlIntervention period of weeks 5 to 12 which excludes the 4-week ramp-upProportion of days for a participants that their step goal target was achieved
Proportion of Participant-days Step Counts Were AchievedFollow-up period of weeks 13 to 20Proportion of days for a participants that their step goal target was achieved

Countries

United States

Participant flow

Participants by arm

ArmCount
Control
This arm serves as control and uses a wearable device to track daily step counts
60
Social Incentive Gamification
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
60
Social Incentive Gamification and Financial Incentive
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
60
Total180

Baseline characteristics

CharacteristicControlSocial Incentive GamificationSocial Incentive Gamification and Financial IncentiveTotal
Age, Categorical
<=18 years
0 Participants0 Participants0 Participants0 Participants
Age, Categorical
>=65 years
21 Participants16 Participants21 Participants58 Participants
Age, Categorical
Between 18 and 65 years
39 Participants44 Participants39 Participants122 Participants
Age, Continuous58.1 years
STANDARD_DEVIATION 12.6
53.7 years
STANDARD_DEVIATION 13
57.9 years
STANDARD_DEVIATION 12.6
56.6 years
STANDARD_DEVIATION 12.9
Baseline Step Count5881 Daily step count
STANDARD_DEVIATION 2038
6012 Daily step count
STANDARD_DEVIATION 2494
6105 Daily step count
STANDARD_DEVIATION 2320
6000 Daily step count
STANDARD_DEVIATION 2300
Body Mass Index32.6 kg/m²
STANDARD_DEVIATION 5.1
33.7 kg/m²
STANDARD_DEVIATION 6.3
32.8 kg/m²
STANDARD_DEVIATION 5.4
33.0 kg/m²
STANDARD_DEVIATION 5.6
Ethnicity (NIH/OMB)
Hispanic or Latino
5 Participants3 Participants5 Participants13 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
55 Participants52 Participants52 Participants159 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants5 Participants3 Participants8 Participants
Region of Enrollment
United States
60 Participants60 Participants60 Participants180 Participants
Sex: Female, Male
Female
22 Participants29 Participants20 Participants71 Participants
Sex: Female, Male
Male
38 Participants31 Participants40 Participants109 Participants
Weight, lbs.216.7 Pounds
STANDARD_DEVIATION 41.9
218.1 Pounds
STANDARD_DEVIATION 47.8
217.1 Pounds
STANDARD_DEVIATION 35.2
217.3 Pounds
STANDARD_DEVIATION 41.7

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
deaths
Total, all-cause mortality
0 / 600 / 600 / 60
other
Total, other adverse events
0 / 600 / 600 / 60
serious
Total, serious adverse events
0 / 600 / 600 / 60

Outcome results

Primary

Change in Mean Daily Steps From Baseline Relative to Control

Daily steps counts

Time frame: Intervention period of weeks 5 to 12 which excludes the 4-week ramp-up

ArmMeasureValue (MEAN)Dispersion
ControlChange in Mean Daily Steps From Baseline Relative to Control6195 Mean daily stepsStandard Deviation 3767
Social Incentive GamificationChange in Mean Daily Steps From Baseline Relative to Control6709 Mean daily stepsStandard Deviation 3827
Social Incentive Gamification and Financial IncentiveChange in Mean Daily Steps From Baseline Relative to Control7599 Mean daily stepsStandard Deviation 3897
p-value: 0.8195% CI: [-337, 1203]Regression, Linear
p-value: 0.00595% CI: [451, 1996]Regression, Linear
Secondary

Change in Mean Daily Steps From Baseline Relative to Control

Daily step counts

Time frame: Follow-up period of weeks 13 to 20

ArmMeasureValue (MEAN)Dispersion
ControlChange in Mean Daily Steps From Baseline Relative to Control6272 Mean daily stepsStandard Deviation 3839
Social Incentive GamificationChange in Mean Daily Steps From Baseline Relative to Control6213 Mean daily stepsStandard Deviation 3666
Social Incentive Gamification and Financial IncentiveChange in Mean Daily Steps From Baseline Relative to Control6962 Mean daily stepsStandard Deviation 3888
p-value: 0.9295% CI: [-983, 663]Regression, Linear
p-value: 0.3795% CI: [-261, 1389]Regression, Linear
Secondary

Proportion of Participant-days Step Counts Were Achieved

Proportion of days for a participants that their step goal target was achieved

Time frame: Follow-up period of weeks 13 to 20

ArmMeasureValue (MEAN)
ControlProportion of Participant-days Step Counts Were Achieved.26 Proportion of participant days
Social Incentive GamificationProportion of Participant-days Step Counts Were Achieved.32 Proportion of participant days
Social Incentive Gamification and Financial IncentiveProportion of Participant-days Step Counts Were Achieved.37 Proportion of participant days
p-value: <0.00195% CI: [0.06, 0.1]Regression, Linear
p-value: <0.00195% CI: [0.15, 0.2]Regression, Linear
Secondary

Proportion of Participant-days Step Counts Were Achieved Relative to Control

Proportion of days for a participants that their step goal target was achieved

Time frame: Intervention period of weeks 5 to 12 which excludes the 4-week ramp-up

ArmMeasureValue (MEAN)
ControlProportion of Participant-days Step Counts Were Achieved Relative to Control.25 Proportion of participant days
Social Incentive GamificationProportion of Participant-days Step Counts Were Achieved Relative to Control.41 Proportion of participant days
Social Incentive Gamification and Financial IncentiveProportion of Participant-days Step Counts Were Achieved Relative to Control.48 Proportion of participant days
p-value: <0.00195% CI: [0.18, 0.24]Regression, Linear
p-value: <0.00195% CI: [0.31, 0.37]Regression, Linear

Source: ClinicalTrials.gov · Data processed: Feb 14, 2026