A Randomized Trial of Behaviorally Designed Gamification and Social Incentives to Increase Physical Activity Among Overweight and Obese Veterans
NCT ID: NCT05554601
Last Updated: 2025-10-30
Study Results
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Basic Information
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ACTIVE_NOT_RECRUITING
NA
725 participants
INTERVENTIONAL
2023-07-17
2026-07-01
Brief Summary
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Detailed Description
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Significance: Higher levels of regular physical activity are associated with reduced risk of cardiovascular disease, diabetes, hypertension, obesity, and mortality. Despite this, more than half of Veterans do not achieve enough physical activity to obtain these benefits.
Innovation and Impact: This will be one of the first clinical trials to incorporate behavioral economic principles and social incentives within the design of gamification to increase physical activity among obese Veterans with hypertension. It will also be one of the first to directly examine the impact of these interventions on clinical outcomes associated with increased physical activity and examine cost-effectiveness To improve scalability and decrease burden on Veterans, the entire study will be conducted completed remotely including enrollment and interventions. Moreover, the investigators will use state-of-the-art statistical and machine learning techniques to examine personalization of interventions.
Specific Aims: Aim 1: To evaluate the effectiveness of gamification with collaboration or competition to increase physical activity . Aim 2: To evaluate the effectiveness of gamification to improve clinical outcomes. Aim 3: To conduct a qualitative process evaluation and implementation analysis to inform implementation efforts within VA. Aim 4: To conduct a quantitative evaluation of Veteran characteristics related to demographics, past experiences, social networks, and other factors to identify heterogeneity in treatment effects. Aim 5: To assess the cost-effectiveness of the gamification interventions.
Methodology: Obese Veterans with hypertension will be enrolled into a three-arm randomized, controlled trial comprised of a 6-month intervention and a 3-month follow-up. Wearable devices will be used to passively monitor physical activity levels. Clinical outcomes will be captured by digital weight scales and blood pressure cuffs through video conferencing. Interventions will be deployed using Way to Health, a technology platform that the investigators have demonstrated is feasible to use within the VA Health System. Outcomes will include physical activity in steps (primary), minutes of moderate-to-vigorous physical activity (secondary), changes in clinical outcomes of weight and systolic blood pressure (secondary), change in minutes of sleep (exploratory), and cost of implementation (exploratory).
Next Steps/Implementation: The implementation analysis, which includes cost-effectiveness analysis and qualitative interviews with Veterans and key VA stakeholders, will inform implementation of the program in VA. The investigators have support from the following three operational partners to implement key learnings into existing VA programs: VA National Center for Health Promotion and Disease Prevention including MOVE!, VA Office of Connected Care, and the VA Chief Improvement and Analytics Officer.
Conditions
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Study Design
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RANDOMIZED
SINGLE_GROUP
HEALTH_SERVICES_RESEARCH
DOUBLE
Study Groups
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attention control
participants receive a FitBit and set goals but do no other intervention
No interventions assigned to this group
gamification with collaboration
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on collaboration with each other
gamification with collaboration
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on collaboration
gamification with competition
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on competition with each other
gamification with competition
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on competition with each other
Interventions
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gamification with collaboration
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on collaboration
gamification with competition
participants receive a FitBit and set goals, then are assigned to a group of other participants who will play a game to gain points based on competition with each other
Eligibility Criteria
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Inclusion Criteria
* a hypertension diagnosis with systolic blood pressure \>140mm Hg
* are interested in participating in a 9-month physical activity program
Exclusion Criteria
* any medical conditions prohibiting ambulation without assistance
* if a 9-month physical activity program is infeasible or unsafe
* if the Veteran is at a higher level of physical activity (i.e., baseline step count \>7500 steps per day)
18 Years
ALL
Yes
Sponsors
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VA Office of Research and Development
FED
Responsible Party
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Principal Investigators
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Scott R Greysen, MD
Role: PRINCIPAL_INVESTIGATOR
Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA
Amol S. Navathe, MD PhD
Role: PRINCIPAL_INVESTIGATOR
Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA
Locations
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Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA
Philadelphia, Pennsylvania, United States
Countries
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References
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Waddell KJ, Patel MS, Clark K, Harrington TO, Greysen SR. Effect of Gamification With Social Incentives on Daily Steps After Stroke: A Randomized Clinical Trial. JAMA Neurol. 2022 May 1;79(5):528-530. doi: 10.1001/jamaneurol.2022.0231.
Greysen SR, Waddell KJ, Patel MS. Exploring Wearables to Focus on the "Sweet Spot" of Physical Activity and Sleep After Hospitalization: Secondary Analysis. JMIR Mhealth Uhealth. 2022 Apr 27;10(4):e30089. doi: 10.2196/30089.
Largent EA, Eriksen W, Barg FK, Greysen SR, Halpern SD. Participants' Perspectives on Payment for Research Participation: A Qualitative Study. Ethics Hum Res. 2022 Nov;44(6):14-22. doi: 10.1002/eahr.500147.
Provided Documents
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Document Type: Informed Consent Form
Other Identifiers
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IIR 20-120
Identifier Type: -
Identifier Source: org_study_id
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