Clinical trial NCT03757676: Effects of Playing Pokemon Go on Physical Activity
Official title: Effects of Playing Pokemon Go on Physical Activity
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Physical Activity
Keywords: Physical Activity
Mobile Games
Lead sponsor: San Diego State University
Sponsor class: OTHER
Collaborators: name: University of Southern California
First posted: 2018-11-29
Enrollment: 30
Sex: ALL
Minimum age (years): 18
Maximum age (years): 25
Standard ages: ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: PARALLEL
Intervention model description: Participants were randomly assigned into one of three experimental groups: a control group and two play groups. The two play groups consisted of a group that was asked to play Pokémon Go ad libitum (at will play) and the other group was asked to achieve a specific level within the game during the study period (goal oriented play). Participants were measured for baseline physical activity levels (2 weeks) followed by randomization to one of the three groups. The intervention period lasted 4 weeks. All participants completed a brief questionnaire and were measured for height and weight, and daily physical activity levels using a FitBit accelerometer. Locations of where individual engaged in physical activity were recorded using a GPS tracking application. During the 5th week of the study period, participants completed five (5) short surveys per day using Ecological Momentary Assessment (EMA) software to assess level of play and engagement of play.
Primary purpose: OTHER

Brief 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.

Detailed description: Study participants were 30 undergraduate students from a State university in California who were 18 years or older, enrolled full-time, non-Pokémon Go players, and were able to walk leisurely. Daily steps were measured for 6 consecutive weeks via the Fitbit Flex 2. Habitual activity was first measured during the first two-weeks. After the 2-week baseline assessment of physical activity and GPS travel patterns, participants were randomized to one of three study conditions for the remaining 4 weeks: (1) "No Play," (2) "Play At Will," or (3) "Goal Oriented Play". The 4-week intervention period was followed by a post-study interview completed within one week from the end of the intervention period.

Eligibility criteria: Inclusion Criteria:

* Enrolled as a full-time undergraduate or graduate student at participating University
* Willingness to be randomized to one of the three study conditions
* Never played or a Novice Player of Pokemon Go (Cannot have previously exceeded Level 5)
* Not currently meeting physical activity guidelines for adults (i.e., 150 minutes per week of moderate-intensity aerobic activity and/or 75 minutes per week of vigorous-intensity aerobic activity). Assessed via the GPAQ questionnaire.

Exclusion Criteria:

- Unable to leisurely walk for 30 minutes consecutively

Primary outcomes:
measure: Steps per day
timeFrame: Six weeks
Secondary outcomes:
Other outcomes:
Locations:
city: San Diego
country: United States
facility: Institute for Behavioral and Community Health
state: California
Study officials:
affiliation: San Diego State University
name: Noe C Crespo, PhD
role: PRINCIPAL_INVESTIGATOR
References: