350 Participants Needed

Gamification for Improving Mobility After Hospitalization

(MOVE_ON Trial)

AL
RG
Overseen ByRyan Greysen, MD, MHS, MA
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?

The objective of this study is to test the feasibility of using behavioral economic interventions (gamification with social incentives) to increase physical activity after hospital discharge to reduce incident mobility disability among older adults.

Do I need to stop my current medications to join the trial?

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

How does the Social Support Gamification treatment improve mobility after hospitalization?

Social Support Gamification is unique because it uses game-like elements to encourage physical and cognitive activity, making recovery more engaging and enjoyable for patients. Unlike traditional treatments, it focuses on increasing patient motivation and adherence through interactive and fun activities, which can lead to better mobility and overall recovery.12345

What data supports the effectiveness of the treatment Social Support Gamification for improving mobility after hospitalization?

Research shows that gamification, which uses game-like elements to motivate people, has been effective in healthcare settings. For example, it has helped clinicians improve care for sepsis (a severe infection) and supported self-management in chronic illnesses, suggesting it could also help patients improve mobility after hospitalization.24678

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 adults aged 50 or older who can walk on their own and were recently in the hospital for conditions like heart failure, high blood pressure, diabetes, or mobility issues. They must be able to use a smartphone with a wearable device daily and not be part of another physical activity study.

Inclusion Criteria

Admitted to the University of Pennsylvania Health System acute care hospital (Hospital of the University of Pennsylvania, Penn Presbyterian Medical Center, Pennsylvania Hospital, Lancaster General Health, Chester County Hospital, or Penn Medicine Princeton Medical Center) and discharged to home
I am 50 years old or older.
I can walk on my own without help.

Exclusion Criteria

Inability to provide informed consent
Already enrolled in another physical activity study
I cannot walk more than 1000 steps a day on my own.
See 5 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Intervention

Participants receive a wearable device and engage in a gamification intervention with a virtual health coach to increase physical activity

26 weeks
Virtual interactions with health coach

Follow-up

Participants continue passive data collection of step counts and complete assessments and surveys

26 weeks
Assessments at 6 and 12 months, surveys at 3, 6, 9, and 12 months

What Are the Treatments Tested in This Trial?

Interventions

  • Social Support Gamification
Trial Overview The study tests if adding game-like elements with social rewards can help older adults stay active after leaving the hospital. The goal is to see if this approach prevents them from losing their ability to move around easily.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Active Control
Group I: Social Support GamificationExperimental 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+

National Institute on Aging (NIA)

Collaborator

Trials
1,841
Recruited
28,150,000+

Citations

Identified opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals' interviews. [2020]
Gamification as a strategy to engage and motivate clinicians to improve care. [2022]
A gamified mobile health intervention for children in day surgery care: Protocol for a randomized controlled trial. [2022]
Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. [2020]
Gamified Design for Health Workshop. [2017]
A Feasibility Study for Implementation "Health Arcade": A Study Protocol for Prototype of Multidomain Intervention Based on Gamification Technologies in Acutely Hospitalized Older Patients. [2020]
Applying Game Thinking to Slips, Trips and Falls Prevention. [2018]
The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review. [2021]
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