Trial Outcomes & Findings for STEP AND GO: A Study of Technology-based Exercise Promotion (NCT NCT01953224)
NCT ID: NCT01953224
Last Updated: 2018-08-01
Results Overview
Minutes of physical activity measured over a 7 day period. Baseline values were carried forward for participants lost to followup.
COMPLETED
NA
40 participants
Baseline to 12 weeks
2018-08-01
Participant Flow
Pre-pilot results (N = 10) are not reported here, as outcomes are not comparable to those from the main trial. Specifically, the pre-pilot tested assignment of mobile phones to individuals as a delivery method for the intervention, which was found to be not feasible. Conclusions from the pre-pilot about intervention content would be biased.
Participant milestones
| Measure |
Game-based Intervention
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Overall Study
STARTED
|
20
|
20
|
|
Overall Study
COMPLETED
|
18
|
17
|
|
Overall Study
NOT COMPLETED
|
2
|
3
|
Reasons for withdrawal
| Measure |
Game-based Intervention
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Overall Study
Lost to Follow-up
|
1
|
1
|
|
Overall Study
Withdrawal by Subject
|
1
|
2
|
Baseline Characteristics
STEP AND GO: A Study of Technology-based Exercise Promotion
Baseline characteristics by cohort
| Measure |
Game-based Intervention
n=20 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=20 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
Total
n=40 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
46.9 years
STANDARD_DEVIATION 13.44 • n=5 Participants
|
49.1 years
STANDARD_DEVIATION 12.01 • n=7 Participants
|
48.00 years
STANDARD_DEVIATION 12.63 • n=5 Participants
|
|
Sex: Female, Male
Female
|
18 Participants
n=5 Participants
|
17 Participants
n=7 Participants
|
35 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
2 Participants
n=5 Participants
|
3 Participants
n=7 Participants
|
5 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
4 Participants
n=5 Participants
|
4 Participants
n=7 Participants
|
8 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
16 Participants
n=5 Participants
|
16 Participants
n=7 Participants
|
32 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
0 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
2 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
|
2 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
4 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
16 Participants
n=5 Participants
|
16 Participants
n=7 Participants
|
32 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
2 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
2 Participants
n=5 Participants
|
|
Region of Enrollment
United States
|
20 participants
n=5 Participants
|
20 participants
n=7 Participants
|
40 participants
n=5 Participants
|
PRIMARY outcome
Timeframe: Baseline to 12 weeksPopulation: Four participants' baseline data were found to be invalid based on standard protocols for accelerometer data cleaning/preparation (i.e., 4 days of 10+ hours wear time)
Minutes of physical activity measured over a 7 day period. Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=18 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=18 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Physical Activity From Baseline to 12 Weeks
|
8.82 minutes per day
Standard Deviation 19.24
|
2.32 minutes per day
Standard Deviation 17.13
|
SECONDARY outcome
Timeframe: Baseline to 12 weeksPopulation: Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here.
Maximal treadmill test to measure fitness (operationalized as the amount of oxygen used by the body during maximal effort). Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=15 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=14 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Physical Fitness From Baseline to 12 Weeks
|
-0.01 mL/kg/min
Standard Deviation 1.63
|
0.15 mL/kg/min
Standard Deviation 1.32
|
SECONDARY outcome
Timeframe: Baseline to 12 weeksWe will use dual x-ray absorptiometry to measure body fat percentage. Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=20 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=20 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Body Fat Percentage From Baseline to 12 Weeks
|
-0.41 percent body fat
Standard Deviation 1.00
|
-0.20 percent body fat
Standard Deviation 1.33
|
SECONDARY outcome
Timeframe: Baseline to 12 weeksPopulation: Several participants did not provide usable data at baseline due to feasibility issues with our measurement protocols. Their data were not included here.
Systolic and diastolic blood pressure will be measured using standard methods. Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=13 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=16 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Blood Pressure From Baseline to 12 Weeks
systolic
|
3.62 mmHg
Standard Deviation 9.83
|
2.44 mmHg
Standard Deviation 8.37
|
|
Change in Blood Pressure From Baseline to 12 Weeks
diastolic
|
0.42 mmHg
Standard Deviation 7.84
|
-0.88 mmHg
Standard Deviation 2.80
|
SECONDARY outcome
Timeframe: Baseline to 12 weeksWe will measure weight using a calibrated scale. Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=20 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=20 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Weight From Baseline to 12 Weeks
|
0.02 pounds
Standard Deviation 2.01
|
-0.18 pounds
Standard Deviation 2.44
|
SECONDARY outcome
Timeframe: Baseline to 12 weeksPopulation: One participant did not provide usable data at baseline.
We will measure intrinsic motivation using the intrinsic regulation subscale from the Behavioral Regulation in Exercise Questionnaire-2. This measure uses a scale from 0 (not true for me) to 4 (very true for me). Positive changes indicate increases in intrinsic motivation over time. Baseline values were carried forward for participants lost to followup.
Outcome measures
| Measure |
Game-based Intervention
n=20 Participants
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=19 Participants
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Change in Motivation From Baseline to 12 Weeks
|
0.76 units on a scale
Standard Deviation 0.97
|
0.18 units on a scale
Standard Deviation 0.73
|
OTHER_PRE_SPECIFIED outcome
Timeframe: 12 weeksWe will investigate the number of participants who drop out of the intervention group in comparison to the control group and to norms for similar studies
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 12 weeksAcceptability will be self-reported using a variety of items taken from previous studies of physical activity interventions and usability
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 12 weeksBased on objective measures taken from individual game accounts, we will determine the discrete number of uses of the game app
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 12 weeksBased on counselor logs, we will determine the number of counseling phone calls completed for each participant
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 12 weeksWe will inquire about potential adverse events during counseling calls and assessment visits. Discrete events will be summed, and the number of participants with events will be summed.
Outcome measures
Outcome data not reported
Adverse Events
Game-based Intervention
Wait List Control
Serious adverse events
Adverse event data not reported
Other adverse events
| Measure |
Game-based Intervention
n=20 participants at risk
This arm will receive the game intervention, which will include provision of a mobile smartphone device, cellular data service, the game application loaded onto the device, credit to load approximately 40-50 songs onto the device, headphones, and an armband for wearing the device. Participants will also receive weekly counseling calls.
Game-based intervention: Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.
Smartphone
|
Wait List Control
n=20 participants at risk
This group will receive no intervention until after completion of the final assessment of the randomized trial. Then, they will receive the full intervention.
|
|---|---|---|
|
Gastrointestinal disorders
Acid reflux
|
5.0%
1/20 • Number of events 1
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
0.00%
0/20
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
|
Infections and infestations
strep throat
|
0.00%
0/20
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
5.0%
1/20 • Number of events 1
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
|
Injury, poisoning and procedural complications
injury to jaw
|
0.00%
0/20
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
5.0%
1/20 • Number of events 1
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
|
Neoplasms benign, malignant and unspecified (incl cysts and polyps)
chondrosarcoma
|
0.00%
0/20
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
5.0%
1/20 • Number of events 1
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
|
Nervous system disorders
migraine
|
5.0%
1/20 • Number of events 1
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
0.00%
0/20
Adverse event information was collected systematically during weekly phone calls and assessments based on a standard protocol.
|
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place