# A social media game to increase physical activity among older adult women

> **NIH NIH R01** · UNIVERSITY OF TEXAS MED BR GALVESTON · 2022 · $336,101

## Abstract

PROJECT SUMMARY
Older adult women are at unique risk for negative outcomes of insufficient physical activity (PA). Mobile health
interventions using wearable activity monitors have shown promise for increasing walking for PA, but
adherence to PA recommendations declines sharply over time. To improve adherence in this at-risk
population, we propose to test an innovative method of framing mobile health devices and apps. As opposed to
the more typical corrective frame, a celebratory frame focuses on positive aspects of the target behavior. This
approach is rooted in Self-Determination Theory, which posits that autonomous regulations (motivations
related to enjoyment, identity, and values) are more powerful predictors of behavior than controlled regulations.
We propose to use a socially networked active game to emphasize aspects of walking PA that are enjoyable
and related to older womens' identity and values, thus increasing their autonomous regulation for PA and in
turn PA adherence. The CHALLENGE study (Challenges for Healthy Aging: Leveraging Limits for Engaging
Networked Game-based Exercise) will consist of an initial sub-study followed by a large randomized controlled
intervention trial. During the sub-study, we will conduct cognitive interviews among 20 older women to ensure
that refinements to the game after our pilot trials are acceptable. Then, we will randomize 300 women (aged 65
– 85, <150 minutes/day PA, with access to a mobile device with Internet access and a camera) into the game
intervention or to an active control. Participants in the game intervention will receive an activity monitor and
access to a private Facebook social network group. In the group, interventionists will post challenges weekly
that are specifically framed to follow principles of celebratory technology and game development best
practices. Participants will post photos and text related to the challenges (e.g., photos of their favorite place in
their neighborhood and an explanation of what it means to them). The intervention will continue for one year.
Participants randomized to the control will receive only the activity monitor. Assessments will occur at baseline,
intervention midpoint (6 months), intervention end (12 months), and after a 6-month maintenance period (18
months). The primary outcome will be steps, measured objectively using research-grade accelerometers. We
will also investigate motivational variables and engagement in the social network, to better characterize the
mechanisms through which the intervention impacts PA. This project has the potential to move forward
research, theory, and practice due to its systematic development, integration of game principles and theoretical
constructs, and potential to improve health of a population at unique risk at a public health level.

## Key facts

- **NIH application ID:** 10471440
- **Project number:** 5R01AG064092-04
- **Recipient organization:** UNIVERSITY OF TEXAS MED BR GALVESTON
- **Principal Investigator:** Elizabeth J. Lyons
- **Activity code:** R01 (R01, R21, SBIR, etc.)
- **Funding institute:** NIH
- **Fiscal year:** 2022
- **Award amount:** $336,101
- **Award type:** 5
- **Project period:** 2019-09-30 → 2024-05-31

## Primary source

NIH RePORTER: https://reporter.nih.gov/project-details/10471440

## Citation

> US National Institutes of Health, RePORTER application 10471440, A social media game to increase physical activity among older adult women (5R01AG064092-04). Retrieved via AI Analytics 2026-05-24 from https://api.ai-analytics.org/grant/nih/10471440. Licensed CC0.

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