Promoting Healthy Lifestyles Using Mobile Phones
- 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
- aged 45 and older, currently sedentary, owns and uses a cell phone but not a Smartphone, willing to be randomly assigned
- 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
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Cognitive app Mobile Intervention for Lifestyle Eating/Exercise @ Stanford Cognitive app promotes behavior change via goal setting, feedback, and problem solving Nutrition app Mobile Intervention for Lifestyle Eating/Exercise @ Stanford Nutrition app promotes behavior change bvia tracking of food consumption Social app Mobile Intervention for Lifestyle Eating/Exercise @ Stanford Social app promotes behavior change via social relationships and feedback Affect app Mobile Intervention for Lifestyle Eating/Exercise @ Stanford 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
- Primary Outcome Measures
Name Time Method Time spent being physically active 2 months Time spent sitting 2 months Changes in food consumption 2 months
- Secondary Outcome Measures
Name Time Method Beliefs and behaviors about Smartphones 2 months Beliefs and behaviors about the Smartphone application 2 months
Trial Locations
- Locations (1)
Stanford Prevention Research Center
🇺🇸Palo Alto, California, United States