Trial Outcomes & Findings for Social and Financial Incentives to Increase Physical Activity Among Overweight and Obese Veterans (NCT NCT03563027)

NCT ID: NCT03563027

Last Updated: 2021-09-28

Results Overview

Daily steps counts

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

180 participants

Primary outcome timeframe

Intervention period of weeks 5 to 12 which excludes the 4-week ramp-up

Results posted on

2021-09-28

Participant Flow

Participant milestones

Participant milestones
Measure
Control
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Overall Study
STARTED
60
60
60
Overall Study
COMPLETED
60
60
58
Overall Study
NOT COMPLETED
0
0
2

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Social and Financial Incentives to Increase Physical Activity Among Overweight and Obese Veterans

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Control
n=60 Participants
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Total
n=180 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
Age, Categorical
Between 18 and 65 years
39 Participants
n=5 Participants
44 Participants
n=7 Participants
39 Participants
n=5 Participants
122 Participants
n=4 Participants
Age, Categorical
>=65 years
21 Participants
n=5 Participants
16 Participants
n=7 Participants
21 Participants
n=5 Participants
58 Participants
n=4 Participants
Age, Continuous
58.1 years
STANDARD_DEVIATION 12.6 • n=5 Participants
53.7 years
STANDARD_DEVIATION 13.0 • n=7 Participants
57.9 years
STANDARD_DEVIATION 12.6 • n=5 Participants
56.6 years
STANDARD_DEVIATION 12.9 • n=4 Participants
Sex: Female, Male
Female
22 Participants
n=5 Participants
29 Participants
n=7 Participants
20 Participants
n=5 Participants
71 Participants
n=4 Participants
Sex: Female, Male
Male
38 Participants
n=5 Participants
31 Participants
n=7 Participants
40 Participants
n=5 Participants
109 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
5 Participants
n=5 Participants
3 Participants
n=7 Participants
5 Participants
n=5 Participants
13 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
55 Participants
n=5 Participants
52 Participants
n=7 Participants
52 Participants
n=5 Participants
159 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=5 Participants
5 Participants
n=7 Participants
3 Participants
n=5 Participants
8 Participants
n=4 Participants
Region of Enrollment
United States
60 Participants
n=5 Participants
60 Participants
n=7 Participants
60 Participants
n=5 Participants
180 Participants
n=4 Participants
Weight, lbs.
216.7 Pounds
STANDARD_DEVIATION 41.9 • n=5 Participants
218.1 Pounds
STANDARD_DEVIATION 47.8 • n=7 Participants
217.1 Pounds
STANDARD_DEVIATION 35.2 • n=5 Participants
217.3 Pounds
STANDARD_DEVIATION 41.7 • n=4 Participants
Body Mass Index
32.6 kg/m²
STANDARD_DEVIATION 5.1 • n=5 Participants
33.7 kg/m²
STANDARD_DEVIATION 6.3 • n=7 Participants
32.8 kg/m²
STANDARD_DEVIATION 5.4 • n=5 Participants
33.0 kg/m²
STANDARD_DEVIATION 5.6 • n=4 Participants
Baseline Step Count
5881 Daily step count
STANDARD_DEVIATION 2038 • n=5 Participants
6012 Daily step count
STANDARD_DEVIATION 2494 • n=7 Participants
6105 Daily step count
STANDARD_DEVIATION 2320 • n=5 Participants
6000 Daily step count
STANDARD_DEVIATION 2300 • n=4 Participants

PRIMARY outcome

Timeframe: Intervention period of weeks 5 to 12 which excludes the 4-week ramp-up

Daily steps counts

Outcome measures

Outcome measures
Measure
Control
n=60 Participants
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
n=58 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Change in Mean Daily Steps From Baseline Relative to Control
6195 Mean daily steps
Standard Deviation 3767
6709 Mean daily steps
Standard Deviation 3827
7599 Mean daily steps
Standard Deviation 3897

SECONDARY outcome

Timeframe: Follow-up period of weeks 13 to 20

Daily step counts

Outcome measures

Outcome measures
Measure
Control
n=60 Participants
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
n=58 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Change in Mean Daily Steps From Baseline Relative to Control
6272 Mean daily steps
Standard Deviation 3839
6213 Mean daily steps
Standard Deviation 3666
6962 Mean daily steps
Standard Deviation 3888

SECONDARY outcome

Timeframe: Intervention period of weeks 5 to 12 which excludes the 4-week ramp-up

Proportion of days for a participants that their step goal target was achieved

Outcome measures

Outcome measures
Measure
Control
n=60 Participants
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
n=58 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Proportion of Participant-days Step Counts Were Achieved Relative to Control
.25 Proportion of participant days
Interval 0.0 to 1.0
.41 Proportion of participant days
Interval 0.0 to 1.0
.48 Proportion of participant days
Interval 0.0 to 1.0

SECONDARY outcome

Timeframe: Follow-up period of weeks 13 to 20

Proportion of days for a participants that their step goal target was achieved

Outcome measures

Outcome measures
Measure
Control
n=60 Participants
This arm serves as control and uses a wearable device to track daily step counts
Social Incentive Gamification
n=60 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, and selects a support sponsor Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game
Social Incentive Gamification and Financial Incentive
n=58 Participants
This arm uses a wearable device to track daily step counts, is entered into social incentive gamification, selects a support sponsor, and receives a financial incentive Social Incentive Gamification: Game-based intervention with points and levels Support Sponsor: Participants select a support sponsor to receive weekly updates on progress in the game Financial Incentive: Participants receive a loss-framed financial incentive allocated upfront each week and financial incentives taken away each day the goal is not met
Proportion of Participant-days Step Counts Were Achieved
.26 Proportion of participant days
Interval 0.0 to 1.0
.32 Proportion of participant days
Interval 0.0 to 1.0
.37 Proportion of participant days
Interval 0.0 to 1.0

Adverse Events

Social Incentive Gamification and Financial Incentive

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Control

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Social Incentive Gamification

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Mitesh S. Patel

Crescenz Veterans Affairs Medical Center

Phone: 215-898-3367

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place