Testing the Efficacy of Pokemon Go for Increasing Physical Activity
NCT ID: NCT03109509
Last Updated: 2017-04-28
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
100 participants
INTERVENTIONAL
2016-07-20
2017-04-01
Brief Summary
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In recent years, games have been used in a variety of settings to motivate and change behavior. Games not only provide performance feedback to patients, but also provide incentives for achieving goals in a context that is fun, intrinsically rewarding, and easy to understand. Successful games effectively exploit motivating social factors (e.g., competition, peer support, and entertainment) to maintain interest and engage participants. Steps are counted using a commercially available triaxial accelerometer (e.g., a FitBit). Pokemon Go is an augmented reality game that encourages players to go outside to search for Pokemon creatures.
Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
SINGLE
Study Groups
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Fitbit-only Group
Participants randomized to the FB group were provided a Fitbit Zip activity monitor and were instructed on how to wear the monitor, how to pair the activity monitor to their smartphone, and asked to provide our team consent to access their Fitbit data through Fitbit's Application Programming Interface (API)
Fitbit Only
Participants received a Fitbit Zip to wear daily for 8 weeks.
Fitbit + Pokémon Go Group
Participants randomized to the FB+P group received the same Fitbit Zip activity monitor and text message reminders as the FB group. This group was also shown how to download the Pokémon Go application to their smartphone and were provided brief instructions on how to play the game. Participants were instructed to simply explore the game and play it at their leisure. Participants were not provided any specific goals related to game play or physical activity in general.
Fitbit + Pokemon Go
Participants received a Fitbit Zip to wear daily for 8 weeks. Participants also received access to the Pokemon Go game.
Interventions
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Fitbit + Pokemon Go
Participants received a Fitbit Zip to wear daily for 8 weeks. Participants also received access to the Pokemon Go game.
Fitbit Only
Participants received a Fitbit Zip to wear daily for 8 weeks.
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
18 Years
80 Years
ALL
Yes
Sponsors
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National Heart, Lung, and Blood Institute (NHLBI)
NIH
University of Iowa
OTHER
Responsible Party
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Lucas Carr
Assistant Professor
Other Identifiers
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201607768
Identifier Type: -
Identifier Source: org_study_id