gamification with competition / Obesity / Hypertension · Interventional Study
ClinicalTrials.gov · August 12, 2026
Early or partial results. Treat as a signal, not a conclusion.
This is a registered randomized trial comparing two behaviorally designed gamification interventions—one collaborative and one competitive—to increase physical activity in overweight and obese Veterans. No results have been posted in this registry record; the study is active but enrollment is complete. Effectiveness and clinical outcomes remain unreported.
Interventional, Randomized, Single Group, Double masking, Health Services Research purpose. Hypertension, Obesity; age from 18 Years; accepts healthy volunteers. Intervention: gamification with collaboration; gamification with competition. Compared with: attention control — No Intervention. n = 725. 1 site: United States.
This is a registered randomized trial comparing two behaviorally designed gamification interventions—one collaborative and one competitive—to increase physical activity in overweight and obese Veterans. No results have been posted in this registry record; the study is active but enrollment is complete. Effectiveness and clinical outcomes remain unreported.
Safety was not reported in the material analysed. Check the source before drawing any conclusion about harm.
The source did not state who this applies to in practice.
This is a clinical trial registry record with no posted results; the study is active but not recruiting, and outcomes have not yet been reported.
As stated by the source record.
Quoted from the source exactly as published.
Graded across the dimensions that decide whether you should act, each from what the source actually supports. There is no single score, and where a dimension was not assessed it says so.
What is missing. This record has no key findings. That is a gap in the analysis, not a judgement about the study.
Registry record from ClinicalTrials.gov (NCT05554601). This is a study registration, not published results. Lead sponsor: VA Office of Research and Development. Recruitment status: ACTIVE_NOT_RECRUITING. Phase: NA. Study type: INTERVENTIONAL. Enrollment: 725 participants (ACTUAL). Conditions: Hypertension, Obesity. Interventions: BEHAVIORAL: gamification with collaboration; BEHAVIORAL: gamification with competition. Primary outcome measures: change in physical activity , 6 months. Brief summary: 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.
Taken from the source record, never inferred. Follow any of these and new work involving them reaches your briefing.