Effects of Playing Pokemon Go on Physical Activity
NCT03757676 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 30
Last updated 2018-11-29
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
More Related Trials
-
Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
NCT04593199 ·Status: UNKNOWN ·Phase: NA
-
Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults
NCT07235631 ·Status: COMPLETED
-
A Very Brief Intervention to Increase the Intention to Practice Physical Activity
NCT05985460 ·Status: UNKNOWN ·Phase: NA
-
Active Video Game on Metabolic, Cardiovascular, and Psychological Metrics in Older Adults
NCT04352543 ·Status: COMPLETED ·Phase: NA
-
Health Wearables and College Student Health
NCT03253406 ·Status: COMPLETED ·Phase: NA
-
Effects of Physical Activiy Promotion Intervention Programs in Emerging Adulthood
NCT05697679 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback
NCT03659604 ·Status: COMPLETED ·Phase: NA
-
A Co-creational Intervention to Engage Preschoolers in Healthy Movement Behaviors
NCT06073236 ·Status: ENROLLING_BY_INVITATION ·Phase: NA
-
The Get Outside Study
NCT04685681 ·Status: COMPLETED ·Phase: NA
-
Development and Testing of a Sports Intervention to Promote Physical Activity in Rural Girls
NCT06229457 ·Status: ENROLLING_BY_INVITATION ·Phase: NA
-
Can Gaming Get You Fit? A High-Intensity Exergaming Intervention in Adults
NCT03513380 ·Status: COMPLETED ·Phase: NA
-
Effects of Brisk Walking and Regular Intensity Exercise Interventions on Glycemic Control
NCT03227575 ·Status: WITHDRAWN ·Phase: NA
-
Efficacy of a Tailored Communication Intervention Aimed At Increasing the Number of Daily Steps
NCT05620888 ·Status: RECRUITING ·Phase: NA
-
Health Game Intervention to Promote the Physical Activity of Early Adolescents
NCT03279497 ·Status: UNKNOWN ·Phase: NA
-
Wellness Enhancing Physical Activity for Young Children
NCT03692702 ·Status: COMPLETED ·Phase: NA
-
Mobile Supportive Teams for Reinforcing Increased Daily Exercise Study
NCT06662292 ·Status: RECRUITING ·Phase: NA
-
Regulating Efficacy and Wellness in Diabetes
NCT01790724 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of Metaverse Space-based Exercise Video Distribution in Young Adults
NCT06019156 ·Status: COMPLETED ·Phase: NA
-
Exergame Study for Family Caregivers
NCT05032872 ·Status: COMPLETED ·Phase: NA
-
The Engaged4Life Study: Enhancing the Health-Promoting Effects of Older Adults' Activity Portfolios
NCT03337204 ·Status: COMPLETED ·Phase: NA
-
Gamified Fitness Training to Promote Children's Physical Activity
NCT05978869 ·Status: COMPLETED ·Phase: NA
-
Evaluation of the Novel Use of Gamification With Alternative Goal-setting Experiences
NCT03749473 ·Status: COMPLETED ·Phase: NA
-
Active Play Intervention for Preschoolers
NCT05744791 ·Status: COMPLETED ·Phase: NA
-
Effect of Extra-curricular Sports Activities After School on Primary School Children's Academic Performance
NCT04587765 ·Status: COMPLETED ·Phase: NA
-
Reducing and Breaking up School-related Sedentary Behaviour Among Adolescents Using Co-creation
NCT07036276 ·Status: NOT_YET_RECRUITING ·Phase: NA