Study on the Effectiveness of a Team-Based Exercise App

Background on Physical Inactivity

Researchers are preparing to investigate the effectiveness of a team-oriented exercise application available through Facebook, designed to promote moderate to vigorous physical activity. Physical inactivity is recognized as a significant behavioral risk factor for numerous health conditions, imposing a considerable financial strain on society. Current Australian guidelines recommend that adults engage in at least 150 minutes of moderate to vigorous physical activity each week. This recommendation aims to mitigate the risk of health issues related to inactivity, including cardiovascular diseases and diabetes.

Meeting these exercise guidelines not only reduces the likelihood of serious health problems but also offers additional benefits such as improved mental health, cardiovascular fitness, and diabetes management. Despite these benefits, nearly 50% of Australia’s population fails to meet the recommended exercise levels.

Role of Social Media in Promoting Exercise

The increasing integration of social media and smartphone usage into daily life in Australia has led researchers to explore these platforms as low-cost and accessible methods for promoting physical activity. With 15 million monthly Facebook users in Australia, and approximately 90% accessing Facebook via mobile apps, the potential for a social media-driven exercise intervention is significant. Prior studies indicate that healthy behaviors can effectively spread through social networks, and emerging evidence suggests this trend may extend to online platforms as well.

Evaluation of the “Active Team” Exercise App

Study Overview

The researchers aim to assess the efficacy of a gamified physical activity intervention known as “Active Team,” which connects users on mobile Facebook. The study protocol has been published in BMC Public Health, outlining the recruitment of 440 physically inactive adults from Australia. Participants will be organized into groups of friends who use the app weekly and will be randomly assigned to one of three intervention categories: a control group (no intervention), a basic experimental group (exercise app and pedometer without social or gaming features), and an enhanced experimental group (exercise app with push notifications and social gaming features).

Measurements will be conducted over a nine-month period to evaluate the effectiveness of the interventions.

Outcomes and Measurement Techniques

The primary outcomes of the study will include total daily minutes of moderate to vigorous physical activity, alongside self-reported levels of anxiety, depression, quality of life, and physical activity. Physical activity levels will be objectively measured using a wrist-worn accelerometer that tracks both the number and intensity of steps taken.

Accessibility and Feasibility of Active Team

Potential Impact of the Study

Researchers have determined that Active Team is a feasible and low-cost exercise intervention, well-integrated into users’ lives. Encouraging findings from initial pilot studies support the potential of this larger study, which will incorporate enhancements to the app, including social gaming features.

This research will provide valuable insights into which components of the intervention most effectively boost the success of app-based physical activity initiatives. The outcomes will contribute to the scientific understanding of how to tackle the challenges associated with low exercise levels and may inform strategies to improve other unhealthy behaviors.

Reference

Edney, S., Plotnikoff, R., Vandelanotte, C., Olds, T., Bourdeaudhuij, I. De, Ryan, J., & Maher, C. (2017). “Active Team” a social and gamified app-based physical activity intervention: randomized controlled trial study protocol, 1–10. Retrieved from https://doi.org/10.1186/s12889-017-4882-7.