A Randomized Control Trial to Assess the Efficacy of a Gamified Mobile Application Intervention to Increase Physical Activity and Reduce Anxiety in Adults with Autism Spectrum Diagnoses (ASD).

Study Overview

This study examines the efficacy of a gamified, mobile app, Puzzle Walk, on increasing physical activity and reducing anxiety among adults with autism spectrum diagnoses (ASD).

Study Description

The research purposes are to

(1) Compare Puzzle Walk vs. non-gamified, non- behavior change technique (BCT) based, commercially available mobile apps on increasing PA and reducing anxiety in adults with ASD, and

(2) Compare the impact of gamification and BCT design elements on mobile app adherence and usage between PA mobile apps with and without these features.

Questions to be answered are as follows.
1. Will using a gamified mobile app increase physical activity in adults with ASD?
2. Will using a gamified mobile app reduce anxiety in adults with ASD?
3. Does the gamification and BCT features facilitate increasing app adherence and usage in the target population?
4. Would this intervention be applicable in a larger-scale study?

Recruitment Status


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