Sarah M Edney1, Tim S Olds2, Jillian C Ryan3, Corneel Vandelanotte4, Ronald C Plotnikoff5, Rachel G Curtis2, Carol A Maher2. 1. Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia. Electronic address: sarah.edney@mymail.unisa.edu.au. 2. Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia. 3. Health and Biosecurity, Commonwealth Scientific and Industrial Research Organization, Adelaide, South Australia, Australia. 4. Institute for Health and Social Science Research, Central Queensland University, Rockhampton, Queensland, Australia. 5. Priority Research Centre for Physical Activity and Nutrition, University of Newcastle, Newcastle, New South Wales, Australia.
Abstract
INTRODUCTION: Appealing approaches to increasing physical activity levels are needed. This study evaluated whether a social and gamified smartphone app (Active Team) could be one such approach. STUDY DESIGN: A 3-group cluster RCT compared the efficacy of Active Team with a basic self-monitoring app and waitlist control group. SETTING/PARTICIPANTS: Australian adults (N=444, mean age of 41 years, 74% female) were recruited in teams (n=121) and randomly assigned (1:1:1) to the Active Team (n=141, 39 teams), self-monitoring app (n=160, 42 teams), or waitlist group (n=143, 40 teams). Data were collected in 2016-2017, and analysis was conducted in 2018-2019. INTERVENTION: Active Team is a 100-day app-based, gamified, online social networking physical activity intervention. MAIN OUTCOME MEASURES: The primary outcome was change in objective physical activity from baseline to 3-month follow-up. Secondary outcomes included objective physical activity at 9 months and self-reported physical activity, quality of life, depression, anxiety and stress, well-being, and engagement. RESULTS: Mixed models indicated no significant differences in objective physical activity between groups at 3 (F=0.17, p=0.84; Cohen's d=0.03, 95% CI= -0.21, 0.26) or 9 months (F=0.23, p=0.92; d=0.06, 95% CI= -0.17, 0.29) and no significant differences for secondary outcomes of quality of life, depression, anxiety and stress, or well-being. Self-reported moderate-to-vigorous physical activity was significantly higher in the Active Team group at the 9-month follow-up (F=3.05, p=0.02; d=0.50, 95% CI=0.26, 0.73). Engagement was high; the Active Team group logged steps on an average of 72 (SD=35) days and used the social and gamified features an average of 89 (SD=118) times. CONCLUSIONS: A gamified, online social networking physical activity intervention did not change objective moderate-to-vigorous physical activity, though it did increase self-reported moderate-to-vigorous physical activity and achieve high levels of engagement. Future work is needed to understand if gamification, online social networks, and app-based approaches can be leveraged to achieve positive behavior change. TRIAL REGISTRATION: This study is registered at Australian and New Zealand Clinical Trial Registry (protocol: ANZCTR12617000113358).
RCT Entities:
INTRODUCTION: Appealing approaches to increasing physical activity levels are needed. This study evaluated whether a social and gamified smartphone app (Active Team) could be one such approach. STUDY DESIGN: A 3-group cluster RCT compared the efficacy of Active Team with a basic self-monitoring app and waitlist control group. SETTING/PARTICIPANTS: Australian adults (N=444, mean age of 41 years, 74% female) were recruited in teams (n=121) and randomly assigned (1:1:1) to the Active Team (n=141, 39 teams), self-monitoring app (n=160, 42 teams), or waitlist group (n=143, 40 teams). Data were collected in 2016-2017, and analysis was conducted in 2018-2019. INTERVENTION: Active Team is a 100-day app-based, gamified, online social networking physical activity intervention. MAIN OUTCOME MEASURES: The primary outcome was change in objective physical activity from baseline to 3-month follow-up. Secondary outcomes included objective physical activity at 9 months and self-reported physical activity, quality of life, depression, anxiety and stress, well-being, and engagement. RESULTS: Mixed models indicated no significant differences in objective physical activity between groups at 3 (F=0.17, p=0.84; Cohen's d=0.03, 95% CI= -0.21, 0.26) or 9 months (F=0.23, p=0.92; d=0.06, 95% CI= -0.17, 0.29) and no significant differences for secondary outcomes of quality of life, depression, anxiety and stress, or well-being. Self-reported moderate-to-vigorous physical activity was significantly higher in the Active Team group at the 9-month follow-up (F=3.05, p=0.02; d=0.50, 95% CI=0.26, 0.73). Engagement was high; the Active Team group logged steps on an average of 72 (SD=35) days and used the social and gamified features an average of 89 (SD=118) times. CONCLUSIONS: A gamified, online social networking physical activity intervention did not change objective moderate-to-vigorous physical activity, though it did increase self-reported moderate-to-vigorous physical activity and achieve high levels of engagement. Future work is needed to understand if gamification, online social networks, and app-based approaches can be leveraged to achieve positive behavior change. TRIAL REGISTRATION: This study is registered at Australian and New Zealand Clinical Trial Registry (protocol: ANZCTR12617000113358).
Authors: Meaghan E Kavanagh; Laura Chiavaroli; Andrea J Glenn; Genevieve Heijmans; Shannan M Grant; Chi-Ming Chow; Robert G Josse; Vasanti S Malik; William Watson; Aisha Lofters; Candice Holmes; Julia Rackal; Kristie Srichaikul; Diana Sherifali; Erna Snelgrove-Clarke; Jacob A Udell; Peter Juni; Gillian L Booth; Michael E Farkouh; Lawrence A Leiter; Cyril W C Kendall; David J A Jenkins; John L Sievenpiper Journal: JMIR Hum Factors Date: 2022-04-21
Authors: Robert Jakob; Samira Harperink; Aaron Maria Rudolf; Elgar Fleisch; Severin Haug; Jacqueline Louise Mair; Alicia Salamanca-Sanabria; Tobias Kowatsch Journal: J Med Internet Res Date: 2022-05-25 Impact factor: 7.076
Authors: Amelia V Romeo; Sarah M Edney; Ronald C Plotnikoff; Tim Olds; Corneel Vandelanotte; Jillian Ryan; Rachel Curtis; Carol A Maher Journal: BMC Public Health Date: 2021-01-07 Impact factor: 3.295