300 Participants Needed

Social Media Game for Increasing Physical Activity in Aging Women

(CHALLENGE Trial)

EM
EL
EJ
Overseen ByElizabeth J Lyons, PhD, MPH
Age: 65+
Sex: Female
Trial Phase: Academic
Sponsor: The University of Texas Medical Branch, Galveston
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

This study will test the effects of a social media game on the physical activity of older adult women. The game will consist of playful weekly challenges that require sharing photographs on a private social media group and also wearing an activity monitor to track steps. Participants will be randomized to this game group or to receive the activity monitor only.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Social media game, Standard self-regulation for increasing physical activity in aging women?

Research shows that gamification features in health apps can increase physical activity by making the experience more engaging. For example, a study found that a gamified app led to more days of usage and was associated with increased physical activity. Additionally, serious digital games have been shown to have positive effects on promoting healthy lifestyles.12345

Is the social media game for increasing physical activity in aging women safe?

The research on gamification and social media games for increasing physical activity suggests they are generally safe, as they have been used in various studies to promote physical activity without reported safety concerns.26789

How does the social media game treatment for increasing physical activity in aging women differ from other treatments?

The social media game treatment is unique because it uses gamification (adding game-like elements) and social incentives to engage users, which has been shown to increase physical activity by making the process more interactive and enjoyable. This approach is different from traditional methods that may not incorporate these engaging elements, potentially leading to better adherence and motivation among participants.12101112

Research Team

EL

Elizabeth Lyons, PhD, MPH

Principal Investigator

University of Texas

Eligibility Criteria

This trial is for older adult women aged 65-85 who are comfortable using Facebook and the internet. They must be able to read English, have daily access to a mobile device for taking photos, and agree to random group assignment. Exclusions include safety concerns, psychological issues like dementia or schizophrenia, certain physical limitations, high BMI over 40 or under 18, and current participation in other activity programs.

Inclusion Criteria

I am female.
I am between 65 and 85 years old.
I am willing to join a private Facebook group.
See 5 more

Exclusion Criteria

Participant answered 'yes' to any question on the PAR-Q+ and does not provide a doctor's note giving permission to begin a physical activity program
I walked less than 475 meters in a 6-minute test.
Participant reports psychological issues that would interfere with study completion. Examples will be provided to illustrate potential psychological issues, such as dementia or schizophrenia.
See 10 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Intervention

Participants engage in a 12-month social media-based physical activity intervention, with weekly walking challenges and activity monitoring

12 months
Ongoing virtual engagement

Maintenance

Participants continue to be monitored for physical activity and engagement outcomes

6 months

Follow-up

Participants are monitored for long-term outcomes and effectiveness after the intervention

6 months

Treatment Details

Interventions

  • Social media game
  • Standard self-regulation
Trial Overview The study examines if a social media game with weekly challenges can boost physical activity in older women. Participants will either join this game and share photos on Facebook while wearing an activity monitor or just use the monitor without the game.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Social media gameExperimental Treatment1 Intervention
Private Facebook group with weekly walking challenges, Fitbit wearable activity monitor, and brief counseling
Group II: Standard self-regulationActive Control1 Intervention
Fitbit wearable activity monitor and brief counseling

Find a Clinic Near You

Who Is Running the Clinical Trial?

The University of Texas Medical Branch, Galveston

Lead Sponsor

Trials
263
Recruited
55,400+

National Institute on Aging (NIA)

Collaborator

Trials
1,841
Recruited
28,150,000+

M.D. Anderson Cancer Center

Collaborator

Trials
3,107
Recruited
1,813,000+

Findings from Research

A study involving 32 young adults revealed that a gamified smartphone app could effectively promote vegetable intake, with participants favoring features like visual guides for tracking vegetable quantities and a simple user interface.
Social media strategies that include appealing food pictures and relatable 'Gen Y' language were found to be the most motivating, suggesting that engaging and visually attractive content is key to encouraging healthier eating habits among young adults.
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake.Nour, MM., Rouf, AS., Allman-Farinelli, M.[2018]
In a study with 90 participants, competing with a software-generated partner in an exercise video game significantly increased motivation and effort compared to exercising alone.
Participants who competed with the software partner against another team reported higher enjoyment and a stronger sense of teamwork, suggesting that intergroup competition can enhance the exercise experience.
Intergroup Competition in Exergames: Further Tests of the Köhler Effect.Moss, T., Feltz, DL., Kerr, NL., et al.[2018]

References

A Scoping Review of Health Game Research: Past, Present, and Future. [2022]
Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference? [2022]
Mobile Exergaming for Health-Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus-study protocol for a randomized controlled trial. [2018]
A meta-analysis of serious digital games for healthy lifestyle promotion. [2022]
Gamifying accelerometer use increases physical activity levels of individuals pre-disposed to type II diabetes. [2023]
Effectiveness of gamified team competition as mHealth intervention for medical interns: a cluster micro-randomized trial. [2023]
Health Wearables, Gamification, and Healthful Activity. [2023]
"Pokémon Go!" May Promote Walking, Discourage Sedentary Behavior in College Students. [2022]
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. [2018]
10.United Statespubmed.ncbi.nlm.nih.gov
Intergroup Competition in Exergames: Further Tests of the Köhler Effect. [2018]
Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. [2023]
Engagement, compliance and retention with a gamified online social networking physical activity intervention. [2018]
Unbiased ResultsWe believe in providing patients with all the options.
Your Data Stays Your DataWe only share your information with the clinical trials you're trying to access.
Verified Trials OnlyAll of our trials are run by licensed doctors, researchers, and healthcare companies.
Back to top
Terms of Service·Privacy Policy·Cookies·Security