STEP AND GO: A Study of Technology-based Exercise Promotion
Study Details
Study Description
Brief Summary
The purpose of the study is to test an intervention that uses a mobile game to encourage increased physical activity among adults.
Condition or Disease | Intervention/Treatment | Phase |
---|---|---|
|
N/A |
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.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
---|---|
Experimental: 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. |
Behavioral: 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.
Other Names:
Device: Smartphone
|
No Intervention: 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. |
Outcome Measures
Primary Outcome Measures
- 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 Outcome Measures
- 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 Outcome Measures
- 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
- 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
- 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.
Eligibility Criteria
Criteria
Inclusion Criteria:
-
Age between 18 and 69 years old
-
BMI is between 25 kg/m2 and 35 kg/m2
-
Able to read and understand English
-
Able to read words in standard applications on a mobile device 5" large
-
Able to walk for exercise
-
Able to find transportation to the study location
-
Willing to use a smartphone provided by the study to participate
-
Willing to listen to a potentially scary or sad story that includes violence
-
Willing to share basic information on walks with other participants via a social network
Exclusion Criteria:
-
(If female) currently pregnant or nursing or plan to become pregnant in the next 6 months
-
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.
-
Unable to walk for exercise (self-report)
-
Report current symptoms of alcohol or substance dependence
-
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
-
Unwillingness to report drugs taken for comorbidities such as hypertension or diabetes
-
Takes medications for diabetes or thyroid issues
-
Stroke, hip fracture, hip or knee replacement, or spinal surgery in the past 6 months
-
Participant is active (60 minutes of moderate-vigorous intensity activity per week or more)
-
Another member of the household is a participant or staff member on this trial
-
Currently a participant in a physical activity or weight loss research trial
-
Recently (less than six months ago) completed a physical activity or weight loss research trial
-
Recently (less than six months ago) lost more than 5% of their body weight
-
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)
-
Current smoker
-
Currently uses Zombies, Run! for exercise
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
---|---|---|---|---|---|
1 | The University of Texas Medical Branch | Galveston | Texas | United States | 77555 |
Sponsors and Collaborators
- The University of Texas Medical Branch, Galveston
- American Heart Association
Investigators
- Principal Investigator: Elizabeth J Lyons, PhD, MPH, University of Texas
Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- 13-0285
Study Results
Participant Flow
Recruitment Details | |
---|---|
Pre-assignment Detail | 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. |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Period Title: Overall Study | ||
STARTED | 20 | 20 |
COMPLETED | 18 | 17 |
NOT COMPLETED | 2 | 3 |
Baseline Characteristics
Arm/Group Title | Game-based Intervention | Wait List Control | Total |
---|---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. | Total of all reporting groups |
Overall Participants | 20 | 20 | 40 |
Age (years) [Mean (Standard Deviation) ] | |||
Mean (Standard Deviation) [years] |
46.9
(13.44)
|
49.1
(12.01)
|
48.00
(12.63)
|
Sex: Female, Male (Count of Participants) | |||
Female |
18
90%
|
17
85%
|
35
87.5%
|
Male |
2
10%
|
3
15%
|
5
12.5%
|
Ethnicity (NIH/OMB) (Count of Participants) | |||
Hispanic or Latino |
4
20%
|
4
20%
|
8
20%
|
Not Hispanic or Latino |
16
80%
|
16
80%
|
32
80%
|
Unknown or Not Reported |
0
0%
|
0
0%
|
0
0%
|
Race (NIH/OMB) (Count of Participants) | |||
American Indian or Alaska Native |
0
0%
|
0
0%
|
0
0%
|
Asian |
0
0%
|
2
10%
|
2
5%
|
Native Hawaiian or Other Pacific Islander |
0
0%
|
0
0%
|
0
0%
|
Black or African American |
2
10%
|
2
10%
|
4
10%
|
White |
16
80%
|
16
80%
|
32
80%
|
More than one race |
0
0%
|
0
0%
|
0
0%
|
Unknown or Not Reported |
2
10%
|
0
0%
|
2
5%
|
Region of Enrollment (participants) [Number] | |||
United States |
20
100%
|
20
100%
|
40
100%
|
Outcome Measures
Title | Change in Physical Activity From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
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/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 18 | 18 |
Mean (Standard Deviation) [minutes per day] |
8.82
(19.24)
|
2.32
(17.13)
|
Title | Change in Physical Fitness From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here. |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 15 | 14 |
Mean (Standard Deviation) [mL/kg/min] |
-0.01
(1.63)
|
0.15
(1.32)
|
Title | Change in Body Fat Percentage From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 20 | 20 |
Mean (Standard Deviation) [percent body fat] |
-0.41
(1.00)
|
-0.20
(1.33)
|
Title | Change in Blood Pressure From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here. |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 13 | 16 |
systolic |
3.62
(9.83)
|
2.44
(8.37)
|
diastolic |
0.42
(7.84)
|
-0.88
(2.80)
|
Title | Change in Weight From Baseline to 12 Weeks |
---|---|
Description | We will measure weight using a calibrated scale. Baseline values were carried forward for participants lost to followup. |
Time Frame | Baseline to 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 20 | 20 |
Mean (Standard Deviation) [pounds] |
0.02
(2.01)
|
-0.18
(2.44)
|
Title | Change in Motivation From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
One participant did not provide usable data at baseline. |
Arm/Group Title | Game-based Intervention | Wait List Control |
---|---|---|
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. |
Measure Participants | 20 | 19 |
Mean (Standard Deviation) [units on a scale] |
0.76
(0.97)
|
0.18
(0.73)
|
Title | Number of Participants Who Drop Out of the Study From Baseline to 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title |
---|
Arm/Group Description |
Title | Acceptability |
---|---|
Description | Acceptability will be self-reported using a variety of items taken from previous studies of physical activity interventions and usability |
Time Frame | 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title |
---|
Arm/Group Description |
Title | Frequency of App Use Over 12 Weeks |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title |
---|
Arm/Group Description |
Title | Number of Counseling Calls Completed From Baseline to 12 Weeks |
---|---|
Description | Based on counselor logs, we will determine the number of counseling phone calls completed for each participant |
Time Frame | 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title |
---|
Arm/Group Description |
Title | Number of Participants With Adverse Events |
---|---|
Description | 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 |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title |
---|
Arm/Group Description |
Adverse Events
Time Frame | ||||
---|---|---|---|---|
Adverse Event Reporting Description | Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol. | |||
Arm/Group Title | Game-based Intervention | Wait List Control | ||
Arm/Group Description | 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 | This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention. | ||
All Cause Mortality |
||||
Game-based Intervention | Wait List Control | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | 0/20 (0%) | 0/20 (0%) | ||
Serious Adverse Events |
||||
Game-based Intervention | Wait List Control | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | 0/20 (0%) | 0/20 (0%) | ||
Other (Not Including Serious) Adverse Events |
||||
Game-based Intervention | Wait List Control | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | 2/20 (10%) | 3/20 (15%) | ||
Gastrointestinal disorders | ||||
Acid reflux | 1/20 (5%) | 1 | 0/20 (0%) | 0 |
Infections and infestations | ||||
strep throat | 0/20 (0%) | 0 | 1/20 (5%) | 1 |
Injury, poisoning and procedural complications | ||||
injury to jaw | 0/20 (0%) | 0 | 1/20 (5%) | 1 |
Neoplasms benign, malignant and unspecified (incl cysts and polyps) | ||||
chondrosarcoma | 0/20 (0%) | 0 | 1/20 (5%) | 1 |
Nervous system disorders | ||||
migraine | 1/20 (5%) | 1 | 0/20 (0%) | 0 |
Limitations/Caveats
More Information
Certain Agreements
Principal Investigators are NOT employed by the organization sponsoring the study.
There is NOT an agreement between Principal Investigators and the Sponsor (or its agents) that restricts the PI's rights to discuss or publish trial results after the trial is completed.
Results Point of Contact
Name/Title | Eloisa Martinez |
---|---|
Organization | The University of Texas Medical Branch |
Phone | 4092669643 |
esmartin@utmb.edu |
- 13-0285