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Promoting Healthy Lifestyles Using Mobile Phones

Not Applicable
Completed
Conditions
Health Behavior
Interventions
Behavioral: Mobile Intervention for Lifestyle Eating/Exercise @ Stanford
Registration Number
NCT01516411
Lead Sponsor
Stanford University
Brief Summary

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

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.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
130
Inclusion Criteria
  • aged 45 and older, currently sedentary, owns and uses a cell phone but not a Smartphone, willing to be randomly assigned
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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
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Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Cognitive appMobile Intervention for Lifestyle Eating/Exercise @ StanfordCognitive app promotes behavior change via goal setting, feedback, and problem solving
Nutrition appMobile Intervention for Lifestyle Eating/Exercise @ StanfordNutrition app promotes behavior change bvia tracking of food consumption
Social appMobile Intervention for Lifestyle Eating/Exercise @ StanfordSocial app promotes behavior change via social relationships and feedback
Affect appMobile Intervention for Lifestyle Eating/Exercise @ StanfordAffect 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
Primary Outcome Measures
NameTimeMethod
Time spent being physically active2 months
Time spent sitting2 months
Changes in food consumption2 months
Secondary Outcome Measures
NameTimeMethod
Beliefs and behaviors about Smartphones2 months
Beliefs and behaviors about the Smartphone application2 months

Trial Locations

Locations (1)

Stanford Prevention Research Center

🇺🇸

Palo Alto, California, United States

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