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Method
The Walking Dead:
Is implementation of a zombie running game feasible among adult women?
Zakkoyya H. Lewis1
, Elizabeth J. Lyons1,2
1
Division of Rehabilitation Sciences, The University of Texas Medical Branch,
2
Department of Nutrition and Metabolism, The University of Texas Medical Branch
Background
•A majority of adults are not meeting physical activity
recommendations to reduce their risk of cardiometabolic
disease
•Walking interventions are effective in improving short
term physical activity however motivation for maintaining
activity levels remains difficult
•“Gamification” technology shows promise in increasing
physical activity engagement through enjoyment
•The aim of this study was to assess the feasibility of a
gamified walking intervention (STEP and GO) among
inactive overweight adults
•Overall, a gamified walking intervention is
feasible in this population
•Unanticipated phone calls were a major problem,
non-cellular delivery methods may be a optimal
choice
•GPS to track activity was rarely used
Conclusions
•10 sedentary overweight adults were recruited into the 12-week
pre-experimental trial
•Participants were given an iPhone, headphones, armband, and
gift cards to download music
•The Zombies, Run! Game application, narrative-based activity
game, was placed on the phones and used by participants
•The RunKeeper app was placed on the phones in order for
researches to remotely monitor activity
•Activity was tracked by GPS or accelerometry on The Zombies,
Run! App and the RunKeeper app
•Feasibility was determined from utilization of technology features
Results
•Nine participants completed the study
•The majority of participants found The Zombies, Run!
Was an acceptable app
•Scam and collection agencies continually disrupted
participants
•The accelerometer was predominantly used (N=7) while
some used both accelerometry and GPS (N=4)
•RunKeeper app was successful in objectively recording
activity (328 of 338 usable entries)
•RunKeeper was not used as a social network
Dr. Lyons is supported by a research career development award
(K12HD052023:
Building Interdisciplinary Research Careers in Women’s Health Program –
BIRCWH) from ORWH, OD, NIAID, and
NICHD (National Institutes of Health) and a beginning grant-in-aid from the
American Heart Association
(13BGIA17110021). Funding for the project was provided by a pilot grant
from UTMB’s Claude D. Pepper Older
Americans Independence Center and the Sealy Center on Aging. This
study was conducted with the support of the
Institute for Translational Sciences, supported in part by a Clinical and
Translational Science Award (UL1TR000071)
from the National Center for Advancing Translational Sciences.
Participants
(N=9)
Age Height Weight BMI % Female % Minority
52.2 (12.8) 162.4 (5.9) 81.6 (12.4) 30.9 (3.6) 100 40%
Acceptability Assessment
Statement Agree
I think the game is user-friendly 6
It was convenient for me to use the game application 6
The game application encouraged me to view my steps 7
I would like to continue using the game application 6
Zombie chases encouraged me to go faster 9
I liked the suspenseful narrative used in the game 5
Unanticipated Cell
Phone Use
Phone
No. Scam
Calls
1 0
2 0
3 28
4 9
5 8
6 6
7 13
8 1
9 25
10 1
Music Downloaded to
App
Phone No. Songs
1 25
2 7
3 15
4 17
5 53
6 53
7 20
8 9
9 17
10 62

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feasibility poster_02232015

  • 1. Method The Walking Dead: Is implementation of a zombie running game feasible among adult women? Zakkoyya H. Lewis1 , Elizabeth J. Lyons1,2 1 Division of Rehabilitation Sciences, The University of Texas Medical Branch, 2 Department of Nutrition and Metabolism, The University of Texas Medical Branch Background •A majority of adults are not meeting physical activity recommendations to reduce their risk of cardiometabolic disease •Walking interventions are effective in improving short term physical activity however motivation for maintaining activity levels remains difficult •“Gamification” technology shows promise in increasing physical activity engagement through enjoyment •The aim of this study was to assess the feasibility of a gamified walking intervention (STEP and GO) among inactive overweight adults •Overall, a gamified walking intervention is feasible in this population •Unanticipated phone calls were a major problem, non-cellular delivery methods may be a optimal choice •GPS to track activity was rarely used Conclusions •10 sedentary overweight adults were recruited into the 12-week pre-experimental trial •Participants were given an iPhone, headphones, armband, and gift cards to download music •The Zombies, Run! Game application, narrative-based activity game, was placed on the phones and used by participants •The RunKeeper app was placed on the phones in order for researches to remotely monitor activity •Activity was tracked by GPS or accelerometry on The Zombies, Run! App and the RunKeeper app •Feasibility was determined from utilization of technology features Results •Nine participants completed the study •The majority of participants found The Zombies, Run! Was an acceptable app •Scam and collection agencies continually disrupted participants •The accelerometer was predominantly used (N=7) while some used both accelerometry and GPS (N=4) •RunKeeper app was successful in objectively recording activity (328 of 338 usable entries) •RunKeeper was not used as a social network Dr. Lyons is supported by a research career development award (K12HD052023: Building Interdisciplinary Research Careers in Women’s Health Program – BIRCWH) from ORWH, OD, NIAID, and NICHD (National Institutes of Health) and a beginning grant-in-aid from the American Heart Association (13BGIA17110021). Funding for the project was provided by a pilot grant from UTMB’s Claude D. Pepper Older Americans Independence Center and the Sealy Center on Aging. This study was conducted with the support of the Institute for Translational Sciences, supported in part by a Clinical and Translational Science Award (UL1TR000071) from the National Center for Advancing Translational Sciences. Participants (N=9) Age Height Weight BMI % Female % Minority 52.2 (12.8) 162.4 (5.9) 81.6 (12.4) 30.9 (3.6) 100 40% Acceptability Assessment Statement Agree I think the game is user-friendly 6 It was convenient for me to use the game application 6 The game application encouraged me to view my steps 7 I would like to continue using the game application 6 Zombie chases encouraged me to go faster 9 I liked the suspenseful narrative used in the game 5 Unanticipated Cell Phone Use Phone No. Scam Calls 1 0 2 0 3 28 4 9 5 8 6 6 7 13 8 1 9 25 10 1 Music Downloaded to App Phone No. Songs 1 25 2 7 3 15 4 17 5 53 6 53 7 20 8 9 9 17 10 62