725 Participants Needed

Gamification for Obesity

(STEP 4 Vets Trial)

SR
AS
Overseen ByAmol S Navathe, MD PhD
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: VA Office of Research and Development
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 explores how game-like strategies can help Veterans become more active by having them work together or compete. The goal is to determine if these methods boost physical activity and improve health for Veterans struggling with obesity and high blood pressure. Participants will receive a FitBit to track their progress and join groups that either compete or collaborate through behaviorally designed gamification. Veterans with a body mass index above 30, a high blood pressure reading over 140, and an interest in a long-term exercise program might be well-suited for this study. As an unphased study, this trial offers Veterans a unique opportunity to explore innovative ways to enhance their health and fitness.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications. It focuses on physical activity and gamification for obesity.

What prior data suggests that this gamification method is safe for promoting physical activity?

Research has shown that using game-like elements, such as teamwork or friendly competition, is generally safe and well-received. Studies have found that these programs can help people make healthy lifestyle changes without causing major side effects. For instance, trials demonstrated that using games to encourage exercise leads to positive outcomes, such as increased physical activity. Participants often use devices like FitBits to track their activity, and the game aspect adds motivation through friendly competition or collaboration.

While researchers continue to study these methods, the lack of serious side effects in past research suggests they are safe for most people. Participants often report enjoying the interactive nature of the programs, which makes staying active more fun and engaging. Overall, using game-like elements in health programs appears to be a promising and safe way to increase physical activity among different groups, including Veterans.12345

Why are researchers excited about this trial?

Researchers are excited about these gamification strategies for obesity because they offer a fresh approach to weight management by incorporating interactive and engaging elements into lifestyle changes. Unlike traditional methods like dieting and exercise programs, these gamified treatments use FitBits and game-based challenges to motivate participants through competition or collaboration. This approach taps into social dynamics and personal goals, potentially making weight loss efforts more enjoyable and sustainable. By transforming the weight loss journey into a game, these methods aim to enhance motivation and adherence, which could lead to more effective and lasting results.

What evidence suggests that this trial's gamification methods could be effective for increasing physical activity in Veterans?

This trial will compare two gamification approaches to increase physical activity: one using competition and the other using collaboration. Studies have shown that game-like features can effectively boost physical activity. Research indicates that adding competition to these games is particularly effective, leading to significant increases in physical activity over time. One study found that competition was the most effective strategy compared to others like collaboration or support. Similarly, teaming up in these games also boosts physical activity as participants work towards shared fitness goals. Overall, games with social elements like competition or teamwork can encourage more activity, which is important for managing obesity.12467

Who Is on the Research Team?

SR

Scott R Greysen, MD

Principal Investigator

Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA

AS

Amol S. Navathe, MD PhD

Principal Investigator

Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA

Are You a Good Fit for This Trial?

This trial is for Veterans aged 18 or older with obesity (BMI > 30) and high blood pressure (systolic >140mm Hg), who are interested in a 9-month physical activity program. It's not suitable for those already very active (over 7500 steps/day), in another study, unable to walk without help, or for whom the program is unsafe.

Inclusion Criteria

I am a veteran over 18, treated at CMCVAMC, with a BMI over 30.
Veterans who are interested in participating in a 9-month physical activity program
I am a veteran diagnosed with high blood pressure above 140mm Hg.

Exclusion Criteria

Currently participating in another physical activity research study
Infeasibility or safety concerns regarding a 9-month physical activity program
I need help to walk due to a medical condition.
See 1 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Intervention

Participants engage in a 6-month gamification intervention to increase physical activity, using wearable devices to monitor activity levels.

6 months
Conducted remotely

Follow-up

Participants are monitored for changes in physical activity, weight, and blood pressure after the intervention.

3 months

What Are the Treatments Tested in This Trial?

Interventions

  • Behaviorally Designed Gamification with Collaboration
  • Behaviorally Designed Gamification with Competition
Trial Overview The trial tests two types of gamification designed using behavioral economics: one that encourages group collaboration and another that fosters competition among participants to increase their physical activity levels. The effectiveness, costs, and implementation within Veterans Affairs will be evaluated.
How Is the Trial Designed?
3Treatment groups
Experimental Treatment
Active Control
Group I: gamification with competitionExperimental Treatment1 Intervention
Group II: gamification with collaborationExperimental Treatment1 Intervention
Group III: attention controlActive Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

VA Office of Research and Development

Lead Sponsor

Trials
1,691
Recruited
3,759,000+

Published Research Related to This Trial

The Food Game intervention successfully engaged high school students in Northern Italy through gamification, promoting peer-led activities and competition, although it did not significantly change adherence to the Mediterranean diet.
While there was no notable improvement in dietary adherence, students showed increased pro-environmental behaviors and positive attitudes towards healthy eating, suggesting the program's potential as a motivational strategy for promoting healthier lifestyles.
Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices.Aresi, G., Giampaolo, M., Chiavegatti, B., et al.[2023]
Digital game-based approaches, including serious games and gamification, can effectively promote health-related information and encourage behavior change, particularly among hard-to-reach audiences.
These playful applications leverage game design elements to enhance motivation and engagement, making them valuable tools in health promotion and training for health professionals.
[Game-based approaches to prevention and health promotion: serious games and gamification].Tolks, D., Lampert, C., Dadaczynski, K., et al.[2021]
Gamification interventions significantly improved children's nutritional knowledge and increased their consumption of fruits and vegetables, as shown in a systematic review of 23 randomized controlled trials.
However, these interventions did not lead to significant changes in body mass index z-scores, indicating that while gamification can enhance knowledge and habits, it may not directly impact weight outcomes.
Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis.Suleiman-Martos, N., García-Lara, RA., Martos-Cabrera, MB., et al.[2021]

Citations

Effectiveness of Behaviorally Designed Gamification ...This randomized clinical trial assesses the effectiveness of support, collaboration, and competition within a behaviorally designed gamification intervention ...
Effect of Behaviorally Designed Gamification With Social ...This randomized clinical trial examines the effectiveness of behaviorally designed gamification to promote lifestyle change among adults ...
Effect of Behaviorally Designed Gamification With Social ...This randomized clinical trial examines the effectiveness of behaviorally designed gamification to promote lifestyle change among adults with uncontrolled type ...
The STEP UP Randomized Clinical TrialObjective To assess the effectiveness of support, collaboration, and competition within a behaviorally designed gamification intervention to increase physical ...
A Systematic Review and Meta-analysisAll the data collected demonstrated that gamification helps in changing the behavior of an individual. ... Effect of behaviorally designed ...
Effectiveness of Gamification Interventions to Improve ...Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review ...
The effect of a digital health physical activity program ...This study demonstrates the potential of digital interventions to sustain PA improvements that could offer an alternative to face-to-face programs.
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