Clinical trial

A Randomized Trial of Behaviorally Designed Gamification and Social Incentives to Increase Physical Activity Among Overweight and Obese Veterans

Active, not recruiting · Not applicable · 1 countries · Registry ID NCT05554601

Active, not recruitingNot applicableInterventional

What this study is about

Despite the many associated health benefits, more than half of Veterans do not achieve enough regular physical activity. The investigators' prior work has demonstrated that gamification, a method commonly used for health promotion, can lead to sustained increases in physical activity if it is designed using insights from behavioral economics to enhance social incentives. In this study, the investigators will compare the effectiveness of behaviorally designed gamification that encourages Veterans to collaborate or compete on physical activity levels and examine clinical outcomes as well as costs, barriers and facilitators to implementation of the program within Veterans Affairs.

A promising-looking record is not the same as confirmed eligibility. The study team must review the full criteria and current recruitment status.

Basic eligibility

Age18 Years to Not listed
SexAll
Healthy volunteersAccepted
ConditionHypertension, Obesity

Full registry criteria

Inclusion Criteria: * Veterans receiving care at the Corporal Michael J. Crescenz Department of Veterans Affairs Medical Center (CMCVAMC) * a body mass index \> 30 * a hypertension diagnosis with systolic blood pressure \>140mm Hg * are interested in participating in a 9-month physical activity program Exclusion Criteria: * currently participating in another physical activity research study * any medical conditions prohibiting ambulation without assistance * if a 9-month physical activity program is infeasible or unsafe * if the Veteran is at a higher level of physical activity (i.e., baseline step count \>7500 steps per day)

Treatments and study arms

gamification with collaboration

Behavioral

participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on collaboration

gamification with competition

Behavioral

participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on competition with each other

Primary outcomes

change in physical activity6 months

change in mean steps per day from baseline to end of intervention

Study locations

1 locations were listed when this page was built. The first 40 are shown.

Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA🇺🇸 Philadelphia, Pennsylvania, United States