Development and Evaluation of A Game-Based Mobile App for Increasing Physical Activity in Autistic Adults
- Conditions
- Autism Spectrum Disorder
- Interventions
- Behavioral: Gamified mobile health app
- Registration Number
- NCT06566131
- Lead Sponsor
- University of Delaware
- Brief Summary
The clinical study aims to develop and test a gamified mobile health app called PuzzleWalk (PW) to promote physical activity (PA) and reduce sedentary behavior (SB) in autistic adults, including those with mild intellectual disabilities (ID). The study addresses the need for tailored interventions in this population, who are at higher risk for lifestyle-related chronic health conditions due to lower PA and higher SB. The upgraded version of PuzzleWalk integrates behavior change techniques and gamification strategies, such as translating step counts into puzzle game playtime, to encourage regular PA and reduce SB. The study will evaluate the app's effectiveness on preventive health behavior changes in real-world settings. The ultimate goal is to create an effective, sustainable, and scientifically validated mobile health tool to improve the health and well-being of autistic adults.
- Detailed Description
The specific aim of this study is to evaluate the feasibility and acceptability of the upgraded PW in increasing PA and reducing SB in autistic adults with and without mild ID. For this field deployment study, we will employ a pre-/post-test design to examine any changes in participants' objective levels of PA and sedentary time before, during, and after the 6-week intervention. The working hypothesis is that the 6-week PW intervention will yield significant increases in accelerometer-measured daily step counts and moderate-to-vigorous PA (MVPA) (up to 5% increases from baseline) and decreases in sedentary time (up to 10% decreases from baseline). High levels of user engagement with PW app during the intervention period will be significantly associated with sustained positive behavior changes in daily step counts, MVPA, and sedentary time among participants.
We will conduct screening interviews with an emphasis on history of diagnosis and level of intellectual functioning to verify the eligibility of prospective participants. After they consent to participate in the study, we will provide them with study materials, including an accelerometer (i.e., wristwatch), a cable charger, and study instruction sheets, via shipping or in-person meetings. Prior to baseline data collection, we will use a rubric to assess participant comfort and knowledge of study procedures. After an initial 2-3-day accelerometer familiarization period, we will start the data collection, including demographics, technology and medication use, and accelerometer-derived PA and sedentary time. From week 3, participants will start to freely use the upgraded PW app after receiving visualized step-by-step user instructions and will continue to use the app until the end of week 8 (total 6-week intervention), supported by periodic reminders and reinforcement messages based on Behavior Change Techniques. PA and sedentary time measures will be collected during four time periods: Week 1 (baseline), Week 3 (intervention start), Week 5 (mid-intervention), and Week 8 (intervention end).
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 75
- adults aged 18 to 55 years
- individuals diagnosed with an autism spectrum disroder by a medical professional or self-identify as neurodivergent
- individuals who have regular access to a supported smartphone (iOS 13+ operating system)
- individuals with a moderate-to-profound intellectual disability
- individuals with orthopedic conditions that significantly interfere with independent ambulation (e.g., using a wheelchair or crutches)
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description PuzzleWalk (Gamified mHealth) Gamified mobile health app PuzzleWalk integrates gamification strategies and incentivization of walking behaviors to induce target behavior changes. Capitalizing on the distinctive attributes and preferences of autistic adults, PW emphasizes the advantages of visual learning while minimizing the need for undesired face-to-face social interactions. A novel feature is its conversion algorithm that translates daily step counts into playtime for "spot the difference" puzzle games, which leverages the psychological satisfactions of autonomy, relatedness, and competence.
- Primary Outcome Measures
Name Time Method Changes in MVPA levels Baseline, 3 weeks, 5 weeks, and 8 weeks Objective accelerometer-measured MVPA (min/day)
- Secondary Outcome Measures
Name Time Method Changes in self-reported PA Baseline, 3 weeks, 5 weeks, and 8 weeks Measured using the Activities Completed over Time in 24-hours (ACT24). This is a web-based previous-day recall instrument (min/day).
Engagement with the PW app 3 weeks, 5 weeks, and 8 weeks The level of user engagement in the PW app will be measured using a webmaster server that keeps track of user logs and timestamps (e.g., frequency and duration of app use and leaderboard scores). Time spent on the app in a min/day format will be calculated to represent each participant's level of user engagement.
Changes in sedentary time Baseline, 3 weeks, 5 weeks, and 8 weeks Objective accelerometer-measured sedentary time (min/day)
Changes in steps Baseline, 3 weeks, 5 weeks, and 8 weeks Objective accelerometer-measured steps (counts/day)
Changes in self-reported sedentary time Baseline, 3 weeks, 5 weeks, and 8 weeks Measured using the Activities Completed over Time in 24-hours (ACT24). This is a web-based previous-day recall instrument (min/day).
Changes in light PA levels Baseline, 3 weeks, 5 weeks, and 8 weeks Objective accelerometer-measured light PA (min/day)
Trial Locations
- Locations (1)
Carpenter Sports Building
🇺🇸Newark, Delaware, United States