Trial Outcomes & Findings for Self-monitoring Activity: a Randomized Trial of Game-oriented Applications (NCT NCT02341235)
NCT ID: NCT02341235
Last Updated: 2024-07-31
Results Overview
Minutes of moderate-vigorous physical activity per day (averaged over a 7 day period) at baseline and 6 months.
COMPLETED
NA
90 participants
baseline and 6 months
2024-07-31
Participant Flow
Participant milestones
| Measure |
Game Intervention
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Baseline to 6 Months
STARTED
|
45
|
45
|
|
Baseline to 6 Months
COMPLETED
|
28
|
31
|
|
Baseline to 6 Months
NOT COMPLETED
|
17
|
14
|
|
6 Months to 12 Months
STARTED
|
28
|
31
|
|
6 Months to 12 Months
COMPLETED
|
22
|
21
|
|
6 Months to 12 Months
NOT COMPLETED
|
6
|
10
|
Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Self-monitoring Activity: a Randomized Trial of Game-oriented Applications
Baseline characteristics by cohort
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
Total
n=90 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
62.48 years
STANDARD_DEVIATION 6.78 • n=5 Participants
|
59.92 years
STANDARD_DEVIATION 7.68 • n=7 Participants
|
61.22 years
STANDARD_DEVIATION 7.31 • n=5 Participants
|
|
Sex: Female, Male
Female
|
45 Participants
n=5 Participants
|
45 Participants
n=7 Participants
|
90 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
6 Participants
n=5 Participants
|
5 Participants
n=7 Participants
|
11 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
39 Participants
n=5 Participants
|
40 Participants
n=7 Participants
|
79 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
|
0 Participants
n=7 Participants
|
0 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
|
5 Participants
n=5 Participants
|
6 Participants
n=7 Participants
|
11 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
37 Participants
n=5 Participants
|
33 Participants
n=7 Participants
|
70 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
|
3 Participants
n=5 Participants
|
6 Participants
n=7 Participants
|
9 Participants
n=5 Participants
|
|
Time since diagnosis
|
5.55 years
STANDARD_DEVIATION 6.43 • n=5 Participants
|
6.84 years
STANDARD_DEVIATION 5.29 • n=7 Participants
|
6.19 years
STANDARD_DEVIATION 5.89 • n=5 Participants
|
PRIMARY outcome
Timeframe: baseline and 6 monthsMinutes of moderate-vigorous physical activity per day (averaged over a 7 day period) at baseline and 6 months.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Minutes Per Day of Physical Activity
|
20.87 minutes per day
Standard Error 3.29
|
15.82 minutes per day
Standard Error 3.54
|
SECONDARY outcome
Timeframe: baseline to 6 monthsWe will use a 6 minute walk test to measure fitness, measured in feet walked in six minutes on a pre-marked indoor course
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Fitness From Baseline to 6 Months, as Measured by 6 Minute Walk Test
|
-44.35 feet
Standard Error 106.92
|
71.74 feet
Standard Error 88.64
|
SECONDARY outcome
Timeframe: baseline to 6 monthsWe will use the Senior Fitness Test to measure physical function, specifically in regards to the number of chair stands that can be completed within 30 seconds. A higher number indicates better function in this area.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Function From Baseline to 6 Months as Measured by the Senior Fitness Test's Chair Stand Measure
|
.33 number of chair stands
Standard Error 1.35
|
.4 number of chair stands
Standard Error 1.02
|
SECONDARY outcome
Timeframe: baseline to 6 monthsWe will measure weight using a calibrated scale
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Weight From Baseline to 6 Months
|
-.14 pounds
Standard Error 4.37
|
-.04 pounds
Standard Error 2.94
|
SECONDARY outcome
Timeframe: baseline to 6 monthsWe will use the Functional Assessment of Cancer Therapy - Breast measure's physical subscale. This scale has a range of 0-28 and 7 items measured on a 5 point scale (not at all to very much). A higher score indicates greater physical quality of life.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Quality of Life From Baseline to 6 Months as Measured by Functional Assessment of Cancer Therapy - Breast Measure
|
-1.11 units on a scale
Standard Error .93
|
-1.39 units on a scale
Standard Error .88
|
SECONDARY outcome
Timeframe: baseline to 6 monthsThe Behavioral Regulation in Exercise Questionnaire-2 intrinsic regulation subscale will be used. This subscale includes 4 items measured using a 5 point scale (not true for me to very true for me), with a range of scores from 0-12. A higher number indicates higher intrinsic motivation.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Intrinsic Motivation From Baseline to 6 Months, Measured by Intrinsic Motivation Specific to Physical Activity
|
.11 units on a scale
Standard Error .23
|
.62 units on a scale
Standard Error .22
|
SECONDARY outcome
Timeframe: baseline to 6 monthsWe will use the Functional Assessment of Cancer Therapy - Breast measure's social/family subscale. This scale has a range of 0-28 and 7 items measured on a 5-point scale (not at all to very much). A higher score indicates greater social/family quality of life.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Social/Family Quality of Life From Baseline to 6 Months as Measured by Functional Assessment of Cancer Therapy - Breast Measure's Social/Family Well-Being Subscale
|
-.74 units on a scale
Standard Error 1.27
|
-1.53 units on a scale
Standard Error 1.11
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Functional Assessment of Cancer Therapy - Breast measure's emotional subscale. This scale has a range of 0-24 and 6 items measured on a 5-point scale (not at all to very much). A higher score indicates greater emotional quality of life
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Emotional Quality of Life From Baseline to 6 Months as Measured by Functional Assessment of Cancer Therapy - Breast Measure's Emotional Well-Being Subscale
|
-1.76 units on a scale
Standard Error 1.16
|
-.27 units on a scale
Standard Error .95
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Functional Assessment of Cancer Therapy - Breast measure's functional subscale. This scale has a range of 0-28 and 7 items measured on a 5-point scale (not at all to very much). A higher score indicates greater functional quality of life
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Functional Quality of Life From Baseline to 6 Months as Measured by Functional Assessment of Cancer Therapy - Breast Measure's Functional Well-Being Subscale
|
.72 units on a scale
Standard Error 1.14
|
.6 units on a scale
Standard Error .87
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Functional Assessment of Cancer Therapy - Breast measure's breast cancer subscale. This scale has a range of 0-40 and 10 items measured on a 5-point scale (not at all to very much). A higher score indicates greater breast cancer-related quality of life
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Breast Cancer-Specific Quality of Life From Baseline to 6 Months as Measured by Functional Assessment of Cancer Therapy - Breast Measure's Breast Cancer Subscale
|
-0.03 units on a scale
Standard Error 1.16
|
-.96 units on a scale
Standard Error 1.34
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsThe Behavioral Regulation in Exercise Questionnaire-2 identified regulation subscale will be used. This subscale includes 4 items measured using a 5 point scale (not true for me to very true for me), with a range of scores from 0-12. A higher number indicates a greater amount of identified regulation.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Identified Regulation From Baseline to 6 Months, Measured by Identified Regulation Specific to Physical Activity
|
.01 units on a scale
Standard Error .19
|
.30 units on a scale
Standard Error .21
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use items from P.M. Wilson and colleague's expansion of the Behavioral Regulation in Exercise Questionnaire-2 to include integrated regulation. This subscale includes 4 items measured using a 5 point scale (not true for me to very true for me), with a range of scores from 0-12. A higher number indicates a greater amount of identified regulation.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Integrated Regulation From Baseline to 6 Months, Measured by Integrated Regulation Specific to Physical Activity
|
.32 units on a scale
Standard Error .27
|
.53 units on a scale
Standard Error .18
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Senior Fitness Test to measure physical function, specifically in regards to the number of arm curls that can be completed within 30 seconds. A higher number indicates better function in this area.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Function From Baseline to 6 Months as Measured by the Senior Fitness Test's Arm Curl Measure
|
.39 number of arm curls
Standard Error 1.34
|
1.04 number of arm curls
Standard Error .83
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Senior Fitness Test to measure physical function, specifically in regards to the distance an individual can reach from their toes when bending forward. A higher number indicates better function in this area.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Function From Baseline to 6 Months as Measured by the Senior Fitness Test's Sit and Reach Measure
|
-.05 inches
Standard Error .73
|
.29 inches
Standard Error .63
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Senior Fitness Test to measure physical function, specifically in regards to the distance between an individual's arms when they reach them behind their back (one higher above the shoulder and one lower). A higher number indicates better function in this area.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Function From Baseline to 6 Months as Measured by the Senior Fitness Test's Back Scratch Measure
|
1.32 inches
Standard Error 1.98
|
-.57 inches
Standard Error .91
|
SECONDARY outcome
Timeframe: baseline to 6 MonthsWe will use the Senior Fitness Test to measure physical function, specifically in regards to the time in which an individual can sit up, walk 8 feet around a cone, and sit back down. A lower number indicates better function in this area.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Physical Function From Baseline to 6 Months as Measured by the Senior Fitness Test's 8 Foot Up and Go Test
|
.68 seconds
Standard Error .85
|
.26 seconds
Standard Error .85
|
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a 6 minute walk test to measure fitness, measured in feet walked in six minutes on a pre-marked indoor course
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use the Senior Fitness Test to measure physical function, with a higher number indicating greater function
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure specific to cancer survivors
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWeight will be measured using a calibrated scale
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 1 yearWe will use objective measures to investigate adherence to study protocols (game usage, monitor usage, phone calls completed, assessments attended, etc.)
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: 1 yearWe 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
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure to investigate anxiety (Patient Reported Outcomes Measurement Information System PROMIS-Ca Bank 1.0 - Anxiety). The result shown is a t-score, where a score of 50 would be equivalent to the mean in the population of cancer survivors. Because the standard deviation is 10, a score of 10 higher or lower would indicate that the score is 1 standard deviation higher or lower (more/less anxiety) than the population.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Anxiety From Baseline to 6 Months
|
51.34 t-score
Standard Error 0.90
|
49.09 t-score
Standard Error 0.90
|
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure specific to cancer patients/survivors (Patient Reported Outcomes Measurement Information System PROMIS-Ca Bank 1.0 - Depression)
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure specific to cancer patients/survivors (Patient Reported Outcomes Measurement Information System PROMIS-Ca Bank 1.0 Fatigue). The result shown is a t-score, where a score of 50 would be equivalent to the mean in the population of cancer survivors. Because the standard deviation is 10, a score of 10 higher or lower would indicate that the score is 1 standard deviation higher or lower (more/less fatigued) than the population.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Fatigue From Baseline to 6 Months
|
50.96 t-score
Standard Error 0.75
|
50.37 t-score
Standard Error 0.75
|
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use the Functional Assessment of Cancer Therapy - Breast measure
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsBehavioral Regulation in Exercise Questionnaire-2 will be used, specifically subscales for autonomous motivation (intrinsic, integrated, identified regulation). We will use items from P.M. Wilson and colleague's expansion of the Behavioral Regulation in Exercise Questionnaire-2 to include integrated regulation.
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsParticipants will report their perceptions of app usability and acceptability in the 6 month questionnaire
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: Measured at 3 monthsParticipants will self-report their perceptions of the playfulness of the intervention apps
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use the Exercise Identity Scale to investigate exercise beliefs and exercise role identity
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: Measured at 3 monthsWe will measure the extent to which participants in the narrative group felt narratively engaged in the game's storyline
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: Measured at 3 monthsWe will measure the extent to which participants in the narrative group felt like they identified with their game character
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure specific to cancer patients/survivors (Patient Reported Outcomes Measurement Information System PROMIS-Ca Bank 1.0 - Depression). The result shown is a t-score, where a score of 50 would be equivalent to the mean in the population of cancer survivors. Because the standard deviation is 10, a score of 10 higher or lower would indicate that the score is 1 standard deviation higher or lower (more/less depressed) than the population.
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Depression From Baseline to 6 Months
|
49.32 t-score
Standard Error 0.77
|
48.50 t-score
Standard Error 0.77
|
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure specific to cancer patients/survivors
Outcome measures
Outcome data not reported
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsWe will use a computerized PROMIS measure (Patient Reported Outcomes Measurement Information System PROMIS Bank v1.0 - Sleep-Related Impairment). The result shown is a t-score, where a score of 50 would be equivalent to the mean in the population. Because the standard deviation is 10, a score of 10 higher or lower would indicate that the score is 1 standard deviation higher or lower than the population (more/less impairment).
Outcome measures
| Measure |
Game Intervention
n=45 Participants
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 Participants
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Change in Sleep From Baseline to 6 Months
|
52.35 t-score
Standard Error 0.48
|
52.30 t-score
Standard Error 0.48
|
OTHER_PRE_SPECIFIED outcome
Timeframe: baseline to 6 monthsMinutes of moderate-vigorous physical activity measured over a 7 day period
Outcome measures
Outcome data not reported
Adverse Events
Game Intervention
Standard Intervention
Serious adverse events
| Measure |
Game Intervention
n=45 participants at risk
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 participants at risk
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Gastrointestinal disorders
Hospitalization
|
0.00%
0/45 • 1 year
|
2.2%
1/45 • Number of events 1 • 1 year
|
|
Neoplasms benign, malignant and unspecified (incl cysts and polyps)
Hospitalization
|
2.2%
1/45 • Number of events 1 • 1 year
|
0.00%
0/45 • 1 year
|
|
Cardiac disorders
Hospitalization
|
0.00%
0/45 • 1 year
|
2.2%
1/45 • Number of events 1 • 1 year
|
Other adverse events
| Measure |
Game Intervention
n=45 participants at risk
Participants will receive narrative-based games on a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Game intervention: The game will target motivation via narrative and game mechanics. It will also encourage self-regulation by providing monitoring and feedback of activity. Counseling will be adapted to specifically reference concepts related to narrative and games.
|
Standard Intervention
n=45 participants at risk
Participants will receive an electronic activity monitor with a mobile device and telephone counseling (weekly for the first 12 weeks, then once per month until 6 months)
Standard intervention: The electronic activity monitor will monitor steps, and the mobile device will provide basic feedback on progress toward goals. Counseling will be standard and concentrate on self-regulatory skill-building.
|
|---|---|---|
|
Injury, poisoning and procedural complications
Back pain
|
0.00%
0/45 • 1 year
|
2.2%
1/45 • Number of events 1 • 1 year
|
|
Injury, poisoning and procedural complications
Broken toe
|
2.2%
1/45 • Number of events 1 • 1 year
|
0.00%
0/45 • 1 year
|
|
Injury, poisoning and procedural complications
Fall
|
0.00%
0/45 • 1 year
|
2.2%
1/45 • Number of events 1 • 1 year
|
|
Infections and infestations
Shingles
|
2.2%
1/45 • Number of events 1 • 1 year
|
0.00%
0/45 • 1 year
|
|
Injury, poisoning and procedural complications
Achilles tendon tear
|
2.2%
1/45 • Number of events 1 • 1 year
|
0.00%
0/45 • 1 year
|
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place