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| ID | Type | Description | Link |
|---|---|---|---|
| 5K25HL122305 | U.S. NIH Grant/Contract | View source |
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| Name | Class |
|---|---|
| National Heart, Lung, and Blood Institute (NHLBI) | NIH |
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Historically, increasing activity was synonymous with exercise; however, it is now thought that even much more modest activity levels (e.g., simply walking) or merely decreasing the proportion of sedentary time may be sufficient to decrease future morbidity and mortality. Some interventions designed to increase activity have shown promise; others have been less successful. But even promising interventions are often difficult to generalize to real-life clinical settings. One barrier to monitoring the effectiveness of interventions has been the lack of availability of accurate, reliable and inexpensive personal activity monitoring equipment. The availability of inexpensive pedometers, and, more recently, low cost triaxial accelerometers, has now made it much easier to monitor activity levels and provide feedback to users. These devices are ideal for capturing activity associated with walking, the most popular and acceptable form of exercise, but only if patients actually wear them. Thus, there is a need to develop pragmatic approaches that encourage patients to not only wear these monitoring devices, but also motivate them to increase their activity.
In recent years, games have been used in a variety of settings to motivate and change behavior. Games not only provide performance feedback to patients, but also provide incentives for achieving goals in a context that is fun, intrinsically rewarding, and easy to understand. Successful games effectively exploit motivating social factors (e.g., competition, peer support, and entertainment) to maintain interest and engage participants. Steps are counted using a commercially available triaxial accelerometer (e.g., a FitBit). Pokemon Go is an augmented reality game that encourages players to go outside to search for Pokemon creatures.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Fitbit-only Group | Active Comparator | Participants randomized to the FB group were provided a Fitbit Zip activity monitor and were instructed on how to wear the monitor, how to pair the activity monitor to their smartphone, and asked to provide our team consent to access their Fitbit data through Fitbit's Application Programming Interface (API) |
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| Fitbit + Pokémon Go Group | Experimental | Participants randomized to the FB+P group received the same Fitbit Zip activity monitor and text message reminders as the FB group. This group was also shown how to download the Pokémon Go application to their smartphone and were provided brief instructions on how to play the game. Participants were instructed to simply explore the game and play it at their leisure. Participants were not provided any specific goals related to game play or physical activity in general. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Fitbit + Pokemon Go | Behavioral | Participants received a Fitbit Zip to wear daily for 8 weeks. Participants also received access to the Pokemon Go game. |
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| Measure | Description | Time Frame |
|---|---|---|
| Average daily steps | Daily steps measured by Fitbit Zip | Eight weeks |
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Inclusion Criteria:
Exclusion Criteria:
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No plan to share individual data with other researchers.
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| ID | Term |
|---|---|
| D057185 | Sedentary Behavior |
| ID | Term |
|---|---|
| D001519 | Behavior |
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Two-group, randomized controlled trial.
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Research team was blinded to participant group assignment until data analysis.
| Fitbit Only | Behavioral | Participants received a Fitbit Zip to wear daily for 8 weeks. |
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