Augmented Reality Location-Based Games on Physical Activity
AR on PA
The Impact of Augmented Reality Location-Based Games on Physical Activity in Middle-Aged and Older Adults.
1 other identifier
interventional
200
1 country
1
Brief Summary
This study aims to examine the effects of an augmented reality location-based game intervention on behavioral and psychological factors related to physical activity among middle-aged and older adults. The study adopts a quasi-experimental design, targeting community-dwelling individuals aged 40-59 or 60 and above, who engage in sedentary work patterns exceeding 6 hours daily. Recruitment is scheduled to commence in February 2025 at the Xinyi Health Service Center in Taipei City. Participants will be assigned to either the experimental group or the control group based on enrollment timing. A minimum of 41 participants will be recruited, divided into two experimental groups and two control groups. The experimental group will participate in an augmented reality location-based game featuring different step count goals every two weeks, daily step count reporting, and goal achievement encouragement. The control group will maintain their usual routines without any intervention. The intervention will last for 8 weeks. Research instruments will include a basic demographic questionnaire, the short-form Taiwan Physical Activity Questionnaire, the Exercise Self-Efficacy Scale, the Exercise Motivation and Barriers Scale, blood pressure measurements, and the Quality of Life Scale.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Feb 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
February 23, 2025
CompletedStudy Start
First participant enrolled
February 24, 2025
CompletedFirst Posted
Study publicly available on registry
April 4, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 31, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
July 31, 2025
CompletedApril 4, 2025
January 1, 2025
5 months
February 23, 2025
March 28, 2025
Conditions
Outcome Measures
Primary Outcomes (4)
International Physical Activity Questionnaire short-form
It consists of 7 items that ask about physical activity over the last 7 days. These items cover vigorous activities, moderate activities, walking, and sitting (MET-minute/week)
Baseline, through study completion, an average of 12 weeks
Exercise Self-Efficacy Scale
Participants achieved a response if they scored an exercise self-efficacy score between 1 and 10.
Baseline, through study completion, an average of 12 weeks
The Exercise Motivation and Barriers Scale
It typically includes a series of statements related to exercise benefits and barriers. Participants rate their agreement with each statement on a Likert scale (5 strongly agree to 1 strongly disagree)
Baseline, through study completion, an average of 12 weeks
WHO Quality of Life Scale.
A shorter version with 26 questions. The scale evaluates various aspects of life, including physical health, psychological state, social relationships, and environmental factors, scored between 1 and 5.
Baseline, through study completion, an average of 12 weeks
Secondary Outcomes (2)
Blood pressure
Baseline, through study completion, an average of 12 weeks
Body composition
Baseline, through study completion, an average of 12 weeks
Study Arms (2)
Augmented Reality Location-Based Games
EXPERIMENTALControl arm
NO INTERVENTIONThe control group will maintain their usual routines without any intervention.
Interventions
This study aims to utilize the AR location-based game Pikmin Bloom to gradually encourage middle-aged and older adults in the community to develop a habit of walking outdoors. A step goal will be set every two weeks to progressively increase daily walking activity. By integrating the AR game with a LINE chatbot for feedback and engagement, this approach aims to motivate older adults, enhance their willingness to go outside, and increase their daily step count.
Eligibility Criteria
You may qualify if:
- Meet one of the following conditions: middle-aged to senior citizens aged 40 to 59 years old or senior citizens aged 60 years old or older who work more than 6 hours a day in a sedentary lifestyle
- Able to walk independently without the use of aids.
- Have a smart phone with an application (Pikmin Bloom) that can be installed and can access the Internet and GPS.
You may not qualify if:
- Patients who have been diagnosed by a doctor as suffering from dementia, mental illness or major diseases.
- Those who are unable to do intense exercise as mentioned in the medical advice.
- Those who cannot go out for long time, such as family caregivers.
- Those who have regular exercise habits: average daily steps over 5,000 steps or 30 minutes of leisure-type physical activity more than 3 times a week.
- Those who will not use the AR adaptive game (Pikmin Bloom) at the end of the 2-day test period.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Taipei Medical University
Taipei, 110, Taiwan
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
February 23, 2025
First Posted
April 4, 2025
Study Start
February 24, 2025
Primary Completion
July 31, 2025
Study Completion
July 31, 2025
Last Updated
April 4, 2025
Record last verified: 2025-01