NCT05069155

Brief Summary

The objective of this study is to test the feasibility of using behavioral economic interventions (gamification with social incentives) targeting daily step counts to prevent or delay the development of Alzheimer's Disease and Related Dementias (ADRD).

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
240

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Nov 2021

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

July 8, 2021

Completed
3 months until next milestone

First Posted

Study publicly available on registry

October 6, 2021

Completed
26 days until next milestone

Study Start

First participant enrolled

November 1, 2021

Completed
1.1 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 21, 2022

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

January 2, 2023

Completed
11 months until next milestone

Results Posted

Study results publicly available

November 28, 2023

Completed
Last Updated

November 28, 2023

Status Verified

November 1, 2023

Enrollment Period

1.1 years

First QC Date

July 8, 2021

Results QC Date

July 6, 2023

Last Update Submit

November 7, 2023

Conditions

Keywords

Alzheimers DiseaseGamificationPhysical activityBehavioral Science

Outcome Measures

Primary Outcomes (1)

  • Change in Mean Daily Steps From the Baseline Period to the End of the 12 Week Intervention Period.

    The primary outcome of the study is the change in mean daily steps from the baseline period to the end of the 12 week intervention period collected by Fitbit Inspire device.

    Baseline to 12 week intervention period (Weeks 1 - 12)

Secondary Outcomes (1)

  • Change in Mean Daily Step Counts During the 6 Week Follow-up Period After the End of the Intervention Period Tracked by Fitbit Inspire Device.

    6 week follow-up period (Weeks 13 - 18)

Other Outcomes (2)

  • Change in Moderate-vigorous Physical Activity Minutes (MVPA) During the Start of the Intervention Period Compared to Baseline Period.

    Baseline to 12 week intervention period (Weeks 1-2)

  • Change in Moderate-vigorous Physical Activity (MVPA) Minutes During the Baseline and Follow-up Period (Weeks 13-18).

    Baseline and 6 week follow-up period (Weeks 13 - 18)

Study Arms (2)

Control

NO INTERVENTION

Participants will receive a wearable device (e.g. FitBit) but no other interventions during the intervention or follow-up periods.Participants will also complete milestones within the study, such as the cognition and function assessment during weeks 1- 2, and 15-16. Participants will complete an end-of-study questionnaire on their experience with the wearable device and time in the study.

Gamification

EXPERIMENTAL

Intervention participants will receive a wearable device (e.g. FitBit) and will enter a game designed with behavioral economics concepts to address predictable barriers to behavior change during a 12-week intervention period. At the end of the 12 week intervention period, participants will enter a 6 week follow-up period during which interventions will cease but passive data collection of step counts will continue. Participants will also complete milestones within the study, such as the cognition and function assessment during weeks 1- 2, and 15-16. Participants will complete an end-of-study questionnaire on their experience with the wearable device and intervention design.

Behavioral: Gamification

Interventions

GamificationBEHAVIORAL

Each participant signs a pre-commitment contract agreeing to try their best to achieve their daily step goal. Each week over the 12 week intervention period, participants are endowed 70 points (10/day). Participants are informed they will lose 10 points for each day the step goal is not met. Points are replenished at the start of the week. At the end of the week, if the participant has 40 points or more, he/she will advance one level, or drop one level if they have less than 40 points. The levels include: blue (lowest), bronze, silver, gold, platinum (highest). Each participant begins in the middle (silver). Each participant will also select a spouse, family member, or friend that they see often to serve as a supportive sponsor that receives a weekly email participants progress including points, game level, and average step countThis supportive sponsor will help to enhance social incentives to motivate the individual towards his or her goal.

Gamification

Eligibility Criteria

Age55 Years - 75 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • own a smartphone
  • be enrolled in GeneMatch
  • know their genetic testing results (APOE4)
  • able to provide informed consent

You may not qualify if:

  • Inability to provide informed consent
  • does not have daily access to a smartphone compatible with the wearable device and not willing to use a device that we can provide them
  • already enrolled in another physical activity study
  • unable to ambulate independently
  • any other medical conditions that would prohibit participation in physical activity program

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Blockley Hall

Philadelphia, Pennsylvania, 19104, United States

Location

Related Publications (1)

  • Greysen SR, Oon AL, Harkins K, Rareshide C, Mondal A, Patel MS, Grill JD, Karlawish J. Effect of gamification with a support partner to increase physical activity in older adults at risk for Alzheimer's disease: The STEP 4Life randomized clinical trial. Alzheimers Dement. 2024 Aug;20(8):5450-5459. doi: 10.1002/alz.14058. Epub 2024 Jul 4.

MeSH Terms

Conditions

Alzheimer DiseaseDementiaMotor Activity

Condition Hierarchy (Ancestors)

Brain DiseasesCentral Nervous System DiseasesNervous System DiseasesTauopathiesNeurodegenerative DiseasesNeurocognitive DisordersMental DisordersBehavior

Results Point of Contact

Title
Clinical research coordinator
Organization
University of Pennsylvania

Study Officials

  • Ryan Greysen, MD, MHS, MA

    University of Pennsylvania

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
No
Restrictive Agreement
No

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
TRIPLE
Who Masked
PARTICIPANT, INVESTIGATOR, OUTCOMES ASSESSOR
Purpose
HEALTH SERVICES RESEARCH
Intervention Model
PARALLEL
Model Details: This is a 2-arm, randomized, controlled trial over 12 weeks with 6 weeks of follow-up (18 weeks total) that compares a control group that uses a wearable device to track physical activity to an intervention group that uses the same wearable devices and receives a supportive social incentive-based gamification intervention to adhere to a step goal program.
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

July 8, 2021

First Posted

October 6, 2021

Study Start

November 1, 2021

Primary Completion

November 21, 2022

Study Completion

January 2, 2023

Last Updated

November 28, 2023

Results First Posted

November 28, 2023

Record last verified: 2023-11

Data Sharing

IPD Sharing
Will not share

Individual participant data will not be made available.

Locations