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“Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol

BACKGROUND: Physical inactivity is a leading preventable cause of chronic disease and premature death globally, yet over half of the adult Australian population is inactive. To address this, web-based physical activity interventions, which have the potential to reach large numbers of users at low co...

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Autores principales: Edney, Sarah, Plotnikoff, Ronald, Vandelanotte, Corneel, Olds, Tim, De Bourdeaudhuij, Ilse, Ryan, Jillian, Maher, Carol
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5667488/
https://www.ncbi.nlm.nih.gov/pubmed/29096614
http://dx.doi.org/10.1186/s12889-017-4882-7
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author Edney, Sarah
Plotnikoff, Ronald
Vandelanotte, Corneel
Olds, Tim
De Bourdeaudhuij, Ilse
Ryan, Jillian
Maher, Carol
author_facet Edney, Sarah
Plotnikoff, Ronald
Vandelanotte, Corneel
Olds, Tim
De Bourdeaudhuij, Ilse
Ryan, Jillian
Maher, Carol
author_sort Edney, Sarah
collection PubMed
description BACKGROUND: Physical inactivity is a leading preventable cause of chronic disease and premature death globally, yet over half of the adult Australian population is inactive. To address this, web-based physical activity interventions, which have the potential to reach large numbers of users at low costs, have received considerable attention. To fully realise the potential of such interventions, there is a need to further increase their appeal to boost engagement and retention, and sustain intervention effects over longer periods of time. This randomised controlled trial aims to evaluate the efficacy of a gamified physical activity intervention that connects users to each other via Facebook and is delivered via a mobile app. METHODS: The study is a three-group, cluster-RCT. Four hundred and forty (440) inactive Australian adults who use Facebook at least weekly will be recruited in clusters of three to eight existing Facebook friends. Participant clusters will be randomly allocated to one of three conditions: (1) waitlist control condition, (2) basic experimental condition (pedometer plus basic app with no social and gamification features), or (3) socially-enhanced experimental condition (pedometer plus app with social and gamification features). Participants will undertake assessments at baseline, three and nine months. The primary outcome is change in total daily minutes of moderate-to-vigorous physical activity at three months measured objectively using GENEActive accelerometers [Activeinsights Ltd., UK]. Secondary outcomes include self-reported physical activity, depression and anxiety, wellbeing, quality of life, social-cognitive theory constructs and app usage and engagement. DISCUSSION: The current study will incorporate novel social and gamification elements in order to examine whether the inclusion of these components increases the efficacy of app-based physical activity interventions. The findings will be used to guide the development and increase the effectiveness of future health behaviour interventions. TRIAL REGISTRATION: This trial was registered with the Australian and New Zealand Clinical Trial Registry (ACTRN12617000113358, date of registration 23 January, 2017).
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spelling pubmed-56674882017-11-08 “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol Edney, Sarah Plotnikoff, Ronald Vandelanotte, Corneel Olds, Tim De Bourdeaudhuij, Ilse Ryan, Jillian Maher, Carol BMC Public Health Study Protocol BACKGROUND: Physical inactivity is a leading preventable cause of chronic disease and premature death globally, yet over half of the adult Australian population is inactive. To address this, web-based physical activity interventions, which have the potential to reach large numbers of users at low costs, have received considerable attention. To fully realise the potential of such interventions, there is a need to further increase their appeal to boost engagement and retention, and sustain intervention effects over longer periods of time. This randomised controlled trial aims to evaluate the efficacy of a gamified physical activity intervention that connects users to each other via Facebook and is delivered via a mobile app. METHODS: The study is a three-group, cluster-RCT. Four hundred and forty (440) inactive Australian adults who use Facebook at least weekly will be recruited in clusters of three to eight existing Facebook friends. Participant clusters will be randomly allocated to one of three conditions: (1) waitlist control condition, (2) basic experimental condition (pedometer plus basic app with no social and gamification features), or (3) socially-enhanced experimental condition (pedometer plus app with social and gamification features). Participants will undertake assessments at baseline, three and nine months. The primary outcome is change in total daily minutes of moderate-to-vigorous physical activity at three months measured objectively using GENEActive accelerometers [Activeinsights Ltd., UK]. Secondary outcomes include self-reported physical activity, depression and anxiety, wellbeing, quality of life, social-cognitive theory constructs and app usage and engagement. DISCUSSION: The current study will incorporate novel social and gamification elements in order to examine whether the inclusion of these components increases the efficacy of app-based physical activity interventions. The findings will be used to guide the development and increase the effectiveness of future health behaviour interventions. TRIAL REGISTRATION: This trial was registered with the Australian and New Zealand Clinical Trial Registry (ACTRN12617000113358, date of registration 23 January, 2017). BioMed Central 2017-11-02 /pmc/articles/PMC5667488/ /pubmed/29096614 http://dx.doi.org/10.1186/s12889-017-4882-7 Text en © The Author(s). 2017 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Study Protocol
Edney, Sarah
Plotnikoff, Ronald
Vandelanotte, Corneel
Olds, Tim
De Bourdeaudhuij, Ilse
Ryan, Jillian
Maher, Carol
“Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title_full “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title_fullStr “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title_full_unstemmed “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title_short “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
title_sort “active team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol
topic Study Protocol
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5667488/
https://www.ncbi.nlm.nih.gov/pubmed/29096614
http://dx.doi.org/10.1186/s12889-017-4882-7
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