Document Type

Journal Article

Publication Title

BMC Public Health

Volume

17

Issue

1

Publisher

Springer Nature / BMC

School

School of Medical and Health Sciences

RAS ID

43055

Funders

National Health and Medical Research Council

Grant Number

NHMRC Number : 1125913

Comments

Edney, S., Plotnikoff, R., Vandelanotte, C., Olds, T., De Bourdeaudhuij, I., Ryan, J., & Maher, C. (2017). “Active team” a social and gamified app-based physical activity intervention: Randomised controlled trial study protocol. BMC Public Health, 17, Article 859.

https://doi.org/10.1186/s12889-017-4882-7

Abstract

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.

DOI

10.1186/s12889-017-4882-7

Creative Commons License

Creative Commons Attribution 4.0 License
This work is licensed under a Creative Commons Attribution 4.0 License.

Share

 
COinS