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Sponsor: VA Office of Research and Development
Conditions: Hypertension, Obesity
Interventions: gamification with collaboration, gamification with competition
Countries: United States
Despite the many associated health benefits, more than half of Veterans do not achieve enough regular physical activity. The investigators' prior work has demonstrated that gamification, a method commonly used for health promotion, can lead to sustained increases in physical activity if it is designed using insights from behavioral economics to enhance social incentives. In this study, the investigators will compare the effectiveness of behaviorally designed gamification that encourages Veterans to collaborate or compete on physical activity levels and examine clinical outcomes as well as costs, barriers and facilitators to implementation of the program within Veterans Affairs.
Sex: ALL
Age: 18 Years to —
Healthy volunteers: Yes
Study type: INTERVENTIONAL
Inclusion Criteria: * Veterans receiving care at the Corporal Michael J. Crescenz Department of Veterans Affairs Medical Center (CMCVAMC) * a body mass index \> 30 * a hypertension diagnosis with systolic blood pressure \>140mm Hg * are interested in participating in a 9-month physical activity program Exclusion Criteria: * currently participating in another physical activity research study * any medical conditions prohibiting ambulation without assistance * if a 9-month physical activity program is infeasible or unsafe * if the Veteran is at a higher level of physical activity (i.e., baseline step count \>7500 steps per day)
- Philadelphia, Pennsylvania, United States