Engaging Men in Weight Loss With a Game-based mHealth and Neurotraining Program

Last updated: September 5, 2023
Sponsor: Drexel University
Overall Status: Active - Recruiting

Phase

N/A

Condition

Weight Loss

Obesity

Diabetes Prevention

Treatment

mHealth behavioral weight loss treatment

Gamified behavioral weight loss treatment

Clinical Study ID

NCT05408494
R01DK128524
R01DK128524
  • Ages 18-55
  • All Genders
  • Accepts Healthy Volunteers

Study Summary

Men in the United States have an exceptionally high prevalence of overweight and obesity, i.e., 71.3%, and 42% of men are currently attempting weight loss. However, men are dramatically underrepresented in weight loss programs. Attempts to modestly adapt standard weight loss programs have seen only minimal success. Mobile applications (mHealth apps) have attractive features, but have low male enrollment and poor efficacy as conventionally delivered. A gamified mHealth program offers the possibility of engaging men and enhancing efficacy given that (1) video gaming is highly appealing to men; (2) gamification features (e.g., digital rewards for attaining "streaks" and milestones, competition) are known enhance enjoyment and motivation and facilitate desired behaviors; and (3) "neurotraining" video games featuring repetitive action mechanics, adaptive difficulty, and feedback can train inhibitory control, a basic brain capacity to inhibit intrinsically-generated approach responses that is strongly linked to body mass and the consumption of high-calorie foods. This project evaluates long-term engagement and outcomes of a professionally-designed, game-based weight loss program. As such, 228 overweight men will be randomized to: (1) a 12-month mHealth weight loss program that includes digital self-monitoring, simplified and self-selected dietary targets, physical activity and a control (sham) non-game neurotraining, or (2) a fully-gamified version of this same program, comprised of a behavior change program featuring team-based competition, digital reinforcers for attainment of streaks and milestones, and an integrated neurotraining video game. Aims include evaluating the efficacy of the gamified program in terms of weight loss, diet and physical activity at 12 months, as well as evaluating hypothesized mediators (inhibitory control and engagement), (enjoyment and compliance) and moderators (baseline frequency of video game play and implicit preferences for Inhibitory Control Training-targeted foods).

Eligibility Criteria

Inclusion

Inclusion criteria:

  • Individuals must be of overweight or obese BMI (25-50 kg/m)
  • Individuals must be adults (aged 18-65)
  • Able to engage in physical activity (defined as walking two city blocks withoutstopping)
  • Individuals must also provide consent for the research team to contact their personalphysician, if necessary, to provide clearance for the prescribed level of physicalactivity (i.e., walking) or to consult about rapid weight loss
  • Have moderate-to-high implicit preference for high-calorie foods
  • Satisfactory completion of all enrollment procedures]

Exclusion

Exclusion criteria:

  • Medical condition (e.g., cancer, type I diabetes, renal failure), heavy alcohol use,or psychiatric condition (e.g., active substance abuse, eating disorder) that may posea risk to the participant during intervention or cause a change in weight
  • Recently began or changed the dosage of medication that can cause significant changein weight
  • History of bariatric surgery
  • Weight loss of ≥ 5% in the previous 3 months

Study Design

Total Participants: 228
Treatment Group(s): 2
Primary Treatment: mHealth behavioral weight loss treatment
Phase:
Study Start date:
August 01, 2023
Estimated Completion Date:
January 01, 2026

Connect with a study center

  • Drexel University

    Philadelphia, Pennsylvania 19102
    United States

    Active - Recruiting

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