The Mobile Lifestyle Intervention for Food and Exercise Study

Part of paid clinical trials in Columbia, South Carolina.

Sponsor
University of South Carolina
Study ID
NCT05176847
Status
Completed

Conditions

Eligibility Criteria

Sex
ALL
Age
18 Years - 65 Years
Healthy Volunteers
Accepted

Interventions

  • Podcasts and tips of the day (within app) — BEHAVIORAL
    Participants will receive twice weekly podcasts and daily tips of the day, with nutrition and exercise information, audio diary and goal setting.
  • mLIFE app (self-regulation features) — BEHAVIORAL
    Diet (track by in app database), physical activity (tracked with FitBit and synced with mLIFE app), and weight (tracked with FitBit scale and synced with mL app) tracking app components. App notifications and reminders and newsfeeds.
  • mLIFE app (social support features) — BEHAVIORAL
    The gamified mLIFE app contains several components to help facilitate social gaming and support. This includes a newsfeed, to view the progress of other users, the ability to send others encouragement ("likes/thumbs-up") for achieving goals, user-to-user messaging system so active users of the app will be prompted to select send encouraging messages to other group members. For the experimental group, the app also includes features that facilitate healthy competition among participants through receipt of points for provision of social support and tracking health behaviors.
  • standard mLIFE app (social support features) — BEHAVIORAL
    The standard mLIFE app has the ability to send others encouragement ("likes/thumbs-up") for achieving goals and a user-to-user messaging system so active users of the app will be prompted to select send encouraging messages to other group members.

Study Details

The goal of the study is to examine long term sustained weight loss digital intervention in a diverse cohort of adults with overweight/obesity. The intervention includes social gaming (using game-like elements in nongame contexts to promote supportive social interactions and openness to positive behavioral influences) to reward behaviors, such as self-monitoring and social support. Investigators will accomplish objectives and test hypotheses by following two specific primary aims: 1. Determine if the intervention plus gaming produces significantly more weight loss at 12 months than the same intervention without gaming among 240 adults with overweight or obesity and ≥3 T2DM risk factors. 2. Examine the differences in social support provision and receipt between groups at 12 months.

Key Dates

Start date
Mar 1, 2022
Status verified
Jan 2026
Primary completion
Jul 12, 2024
Completion
Sep 30, 2025

Study Design

Enrollment
243 participants (actual)
Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION

Arms

  • Experimental: Gamified mLIFE app group
    Participants allocated to this group will be provided with elements of social gaming and healthy competition within the mLIFE app.
  • Active Comparator: standard mLIFE app
    Participants in this group will receive the same intervention as the experimental group, but some features of the App will not facilitate gaming or competition.

Primary Outcome Measure

Change in Body Weight [ Time Frame: 12 months ]

Locations (1)

FacilityCityStateZIP
University of South CarolinaColumbiaSouth Carolina29208

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