Effects of Playing Pokemon Go on Physical Activity

NCT03757676 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 30

Last updated 2018-11-29

No results posted yet for this study

Summary

The purpose of this study was to test the feasibility and preliminary efficacy of playing Pokémon Go to increase daily steps among young adults. The study also aimed to assess people's experience playing the game, identify specific features of the game that users like/dislike, and explore game features that may promote overall well-being.

Conditions

  • Physical Activity

Interventions

BEHAVIORAL

No Play

Participants in this group were asked not to download or play Pokémon Go during the study period and were asked to simply continue with their normal daily activities. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.

BEHAVIORAL

At Will Play

Participants in this group were asked to download Pokémon Go and play for at least 30 minutes initially, then play as much or as little as desired during the 4 week intervention period, with no specific instruction or goals for play. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.

BEHAVIORAL

Goal Oriented Play

Participants in this group were asked to download and play Pokémon Go and achieve a minimum player level of 20 within the game during the study period. They were given materials that described game features and functions to show them how to play the game. There were no restrictions on which features to pursue within the game to achieve this goal nor on how long or how frequent their play sessions should be. Upon reaching their goal (Level 20), participants were encouraged to continue to play as much or as little as they desired. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.

Sponsors & Collaborators

  • University of Southern California

    collaborator OTHER
  • San Diego State University

    lead OTHER

Principal Investigators

  • Noe C Crespo, PhD · San Diego State University

Study Design

Allocation
RANDOMIZED
Purpose
OTHER
Masking
SINGLE
Model
PARALLEL

Eligibility

Min Age
18 Years
Max Age
25 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2017-09-26
Primary Completion
2018-03-22
Completion
2018-03-31

Countries

  • United States

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT03757676 on ClinicalTrials.gov