Gamification for Hospital Mobility Improvement

(Level Up Trial)

RG
KM
Overseen ByKirstin Manges, PhD
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: University of Pennsylvania
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial aims to determine if wearable devices and text messages can help hospital patients stay active and recover better. One group of patients will receive a Fitbit to track their steps, while another group will also receive text messages with goals and support. Researchers will assess patient progress 30 days after hospital discharge to evaluate whether the gamification intervention (using game-like elements to encourage activity) aids recovery. This trial suits patients over 50 who are staying in a medicine or cardiology unit and can move independently. As an unphased trial, it offers patients the chance to contribute to innovative research that could enhance recovery strategies for future patients.

Do I need to stop my current medications for this trial?

The trial protocol does not specify whether you need to stop taking your current medications. It seems focused on monitoring physical activity, so it's likely you can continue your medications, but you should confirm with the study team.

What prior data suggests that this gamification intervention is safe for hospital patients?

Research has shown that game-like features, known as gamification, can help people manage chronic diseases by improving medication adherence and symptom management. However, specific safety information about using gamification in healthcare settings is lacking. While gamification has proven effective in other areas, its safety in hospitals remains uncertain.

Since this trial does not involve a new drug or medical procedure, the risks are likely low. The gamification approach includes using a wearable device, such as a Fitbit, and receiving daily text messages to help set goals and track progress. These activities are generally safe, focusing on tracking steps and sending supportive messages rather than involving any physical or medical treatment.12345

Why are researchers excited about this trial?

Researchers are excited about the gamification intervention being tested for hospital mobility improvement because it offers a unique and engaging approach to patient rehabilitation. Unlike traditional methods that passively monitor patient activity, this intervention uses game-like elements to actively motivate patients. By setting goals, providing feedback, and awarding points for progress, it turns recovery into an interactive experience. This approach could lead to better patient engagement and improved outcomes, making it a promising addition to current rehabilitation strategies.

What evidence suggests that gamification is effective for improving hospital mobility?

Research has shown that using game-like features, known as gamification, can motivate patients and improve their health habits. In this trial, participants in the Gamification Intervention arm will receive daily text messages to help them set goals, receive feedback and support on their progress, and earn points for achieving daily goals. One study found that gamification helped patients with movement issues become more mobile, improve their balance, and feel less afraid of falling. Other research indicates that while gamification with social rewards didn't improve mobility for everyone, it benefited some groups. Overall, these findings suggest that gamification could encourage more physical activity in hospitals and lead to better patient outcomes.12678

Who Is on the Research Team?

RG

Ryan Greysen, MD, MHS, MA

Principal Investigator

University of Pennsylvania

Are You a Good Fit for This Trial?

This trial is for hospital patients aged 50 or older with conditions like diabetes, heart disease, or obesity. They must be able to consent, have daily access to a smartphone (or use one provided), and not be in another activity study. Their mobility scores should indicate they can safely do physical activities.

Inclusion Criteria

I can move around well enough on my own.
I am currently admitted to a hospital's medicine or cardiology department.
I am 50 years old or older.

Exclusion Criteria

I don't use a smartphone daily and am not willing to use one provided for the study.
I may need help with moving around due to my low mobility scores.
Are already enrolled in another physical activity study
See 2 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

1 week

Treatment

Participants are monitored for physical activity using a Fitbit watch during hospitalization, with gamification intervention for the experimental group

5 days
Inpatient stay

Follow-up

Participants' physical activity and functional status are assessed post-discharge, with data collection continuing for 30 days

30 days

What Are the Treatments Tested in This Trial?

Interventions

  • Gamification Intervention
Trial Overview The study tests if adding game-like elements (gamification) to monitoring devices increases patient movement in the hospital. It compares regular guidance with enhanced gamified feedback using wearables and texting, then tracks post-discharge health care use and function.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Active Control
Group I: Gamification InterventionExperimental Treatment1 Intervention
Group II: ControlActive Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Pennsylvania

Lead Sponsor

Trials
2,118
Recruited
45,270,000+

Published Research Related to This Trial

A qualitative study involving caregivers of pediatric patients revealed that a game-based strategy effectively engaged parents in understanding and promoting patient safety actions.
The game not only facilitated knowledge transfer about patient safety but also positively changed caregivers' perceptions and behaviors, encouraging them to be more active participants in their child's care.
Ludic strategy for promoting engagement of parents and caregivers in the safety of pediatric patients.Gonçalves, KMM., Costa, MTTCA., Silva, DCB., et al.[2021]
Digital health interventions, such as mobile apps and electronic health records, can enhance patient safety for children and their parents by providing preventive measures and risk management strategies, as identified in a scoping review of 13 studies.
These interventions can improve the continuity of care from hospitalization to home, thereby increasing children's safety and quality of care through better engagement with healthcare providers after discharge.
Digital health intervention on patient safety for children and parents: A scoping review.Park, J., Jeon, H., Choi, EK.[2023]

Citations

Effect of Behaviorally Designed Gamification With a Social ...Gamification with social incentives did not affect mobility or functional decline in all participants but may be beneficial for patients with ...
Gamification to Increase Mobility in the HospitalThe primary objective is to assess the effectiveness of a gamification intervention to increase physical activity before hospital discharge. Investigators ...
Gamification for Hospital Mobility Improvement ...Gamification has been shown to effectively engage and motivate both patients and healthcare professionals, leading to improved health-related behaviors and ...
Record History | ver. 5: 2022-09-03 | NCT04300764The primary objective is to assess the effectiveness of a gamification intervention to increase physical activity before hospital discharge. Investigators ...
Gamification in Musculoskeletal Rehabilitation - PMCThe exergame intervention was effective in improving mobility, balance, and reducing fear of falling. Ambrosino et al. [22•], 40 patients ...
Nurse-led inpatient education using a gamification ...This study aimed to evaluate the effectiveness of gamification as an instructional approach for nurse-led inpatient education.
The Use of Gamification in the Self-Management of Patients ...Gamification in the self-management of patients with chronic diseases helped to manage symptoms, improve medication compliance, maintain ...
a systematic review and meta-analysis of randomized ...Effect of digital health applications with or without gamification on physical activity and cardiometabolic risk factors: a systematic review and meta-analysis
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.
Terms of Service·Privacy Policy·Cookies·Security