Sedentary Lifestyle Clinical Trial
Official title:
Pokémon Go Modestly Increases Time Spent Active Among Healthy Adults
Historically, increasing activity was synonymous with exercise; however, it is now thought
that even much more modest activity levels (e.g., simply walking) or merely decreasing the
proportion of sedentary time may be sufficient to decrease future morbidity and mortality.
Some interventions designed to increase activity have shown promise; others have been less
successful. But even promising interventions are often difficult to generalize to real-life
clinical settings. One barrier to monitoring the effectiveness of interventions has been the
lack of availability of accurate, reliable and inexpensive personal activity monitoring
equipment. The availability of inexpensive pedometers, and, more recently, low cost triaxial
accelerometers, has now made it much easier to monitor activity levels and provide feedback
to users. These devices are ideal for capturing activity associated with walking, the most
popular and acceptable form of exercise, but only if patients actually wear them. Thus,
there is a need to develop pragmatic approaches that encourage patients to not only wear
these monitoring devices, but also motivate them to increase their activity.
In recent years, games have been used in a variety of settings to motivate and change
behavior. Games not only provide performance feedback to patients, but also provide
incentives for achieving goals in a context that is fun, intrinsically rewarding, and easy
to understand. Successful games effectively exploit motivating social factors (e.g.,
competition, peer support, and entertainment) to maintain interest and engage participants.
Steps are counted using a commercially available triaxial accelerometer (e.g., a FitBit).
Pokemon Go is an augmented reality game that encourages players to go outside to search for
Pokemon creatures.
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