CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 40 enrolled
Drug / intervention
Game-based intervention +1 morebehavioral
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT01953224
NCT01953224N/ACompleted

STEP AND GO: A Study of Technology-based Exercise Promotion and Gaming Outcomes

The University of Texas Medical Branch, Galveston·interventional·Posted Sep 30, 2013·Updated Aug 1, 2018

In Brief

A clinical study evaluating Game-based intervention and Smartphone for Cardiovascular Disease and 3 related conditions. Completed, enrolled 40 participants across 1 site.

Detailed Summary

The purpose of the study is to test an intervention that uses a mobile game to encourage increased physical activity among adults.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
CountriesUnited States

Timeline

N/ACompletedFinished
2014201520162017201820192020202120222023202420252026
First PostedSep 30, 2013
Enrollment StartSep 1, 2014
Primary CompletionNov 1, 2016
TodayJul 2, 2026
Enrollment to primary: 2.2 yearsPosted 12.8 years ago

Interventions

Game-based interventionbehavioral

Investigators will provide participants with a smartphone and required accessories (gift card for downloading the game application and music, headphones, armband). The game, "Zombies, Run!" encourages walking/jogging by playing music interspersed with a continuous narrative. Periodic "zombie chases" encourage brief interval training. Participants will set goals to increase their activity and receive weekly brief counseling phone calls to provide feedback.

Smartphonedevice