Promoting Healthy Lifestyles Using Mobile Phones

Study Overview
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Brief Summary
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The purpose of this research is to test programs to increase physical activity and reduce sedentary behavior using motivational messages over a cell phone.

Detailed Description
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We want to learn if conceptually-based behavioral interventions for promoting increased physical activity and decreased sedentary behavior via state-of-the-art mobile phones will be efficacious at improving these behaviors relative to commercially available Android applications as a control. If efficacious, these types of intervention programs could be disseminated to a wide variety of sedentary and underactive adults at a relatively low cost. This could have a potentially significant impact on promoting improved health such as reduced obesity, a key problem within the U.S.

Official Title
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Promoting Healthy Lifestyles Using Mobile Phones

Conditions
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Health Behavior

Intervention / Treatment
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* Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: aged 45 and older, currently sedentary, owns and uses a cell phone but not a Smartphone, willing to be randomly assigned Exclusion Criteria: free of clinically evident cardiovascular disease or any other medical condition or disorder that would limit participation in moderate intensity physical activities akin to brisk walking

Ages Eligible for Study
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Minimum Age: 45 Years
Maximum Age: 90 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Active Comparator: Cognitive app<br>Cognitive app promotes behavior change via goal setting, feedback, and problem solving | Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford<br>* Participants are randomized to one of 4 groups, each of which uses a different Smartphone app to promote health behavior change<br>|
| Active Comparator: Social app<br>Social app promotes behavior change via social relationships and feedback | Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford<br>* Participants are randomized to one of 4 groups, each of which uses a different Smartphone app to promote health behavior change<br>|
| Active Comparator: Affect app<br>Affect app promotes behavior change via game-like elements including the use of a bird avatar as a visual representation of one's activities and operant conditioning | Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford<br>* Participants are randomized to one of 4 groups, each of which uses a different Smartphone app to promote health behavior change<br>|
| Active Comparator: Nutrition app<br>Nutrition app promotes behavior change bvia tracking of food consumption | Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford<br>* Participants are randomized to one of 4 groups, each of which uses a different Smartphone app to promote health behavior change<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Time spent being physically active |  | 2 months | 
| Time spent sitting |  | 2 months | 
| Changes in food consumption |  | 2 months | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Beliefs and behaviors about Smartphones |  | 2 months | 
| Beliefs and behaviors about the Smartphone application |  | 2 months | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Health Promotion, Physical Activity, Sedentary Time, Smartphones