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Physical Activity Intervention for Breast Cancer Survivors (ALLSTAR Trial)
N/A
Waitlist Available
Led By Kevin Volpp, MD, PhD
Research Sponsored by University of Pennsylvania
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial Must have
Be older than 18 years old
Timeline
Screening 3 weeks
Treatment Varies
Follow Up baseline to the 6-month intervention period
Awards & highlights
No Placebo-Only Group
Summary
This trial uses a game-like system with social support to help Black or Hispanic breast and prostate cancer survivors increase their physical activity. Participants wear a Fitbit to track their steps and set personal goals, making exercise more fun and motivating. Fitbit devices have been widely used in various studies to promote physical activity among cancer survivors.
Who is the study for?
The ALLSTAR trial is for Black or Hispanic breast and prostate cancer survivors who are over two years post-diagnosis with no active cancer. Participants must have had cardiotoxic therapy, be at risk of heart disease, or be 65+. They need to read English/Spanish, own a compatible smartphone/tablet, and not be in another exercise study.
What is being tested?
This trial tests if a gamification intervention with social support can boost physical activity compared to an attention control group. It involves using Fitbits and aims to increase daily steps over six months plus three months follow-up among participants from two U.S. cancer centers.
What are the potential side effects?
Since the interventions involve non-medical strategies (gamification and social support) aimed at increasing physical activity through the use of wearable technology like Fitbit, there are no direct medical side effects associated with typical drug trials.
Timeline
Screening ~ 3 weeks3 visits
Treatment ~ Varies
Follow Up ~ baseline to the 6-month intervention period
Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~baseline to the 6-month intervention period
Treatment Details
Study Objectives
Study objectives can provide a clearer picture of what you can expect from a treatment.Primary study objectives
Change in daily step count
Secondary study objectives
Change in daily minutes of moderate or vigorous physical activity (MVPA)
Other study objectives
Change in EQ-5D-5L
Change in PROMIS Cancer Fatigue Short Form
Change in PROMIS Physical Function 6b scale
Awards & Highlights
No Placebo-Only Group
All patients enrolled in this study will receive some form of active treatment.
Trial Design
2Treatment groups
Experimental Treatment
Active Control
Group I: Gamification and Social SupportExperimental Treatment1 Intervention
Participants in this arm will receive the same devices and daily messaging as control. They will also be entered into a game designed using behavioral economic principles for 6 months. This intervention has been adapted from our prior successful pilot studies. The game runs automatically and does not require any effort on the part of the participant to 'play' the game other than to strive for physical activity goals. Participants in this arm will also select a family member or friend who will serve as a support partner to encourage the participant to meet their step goals. The gamification and social support interventions will end after 6 months at which point participants will receive the same treatment as the attention control arm for the 3-month follow-up period.
Group II: Attention ControlActive Control1 Intervention
In addition to using a wearable device, participants in this arm will receive a daily notification of their step count from the previous day. This notification serves as an 'attention control' and allows us to better isolate the impact of the gamification with social support. It may also help to reduce differential attrition across arms.
Research Highlights
Information in this section is not a recommendation. We encourage patients to speak with their healthcare team when evaluating any treatment decision.Mechanism Of Action
Side Effect Profile
Prior Approvals
Other Research
Common treatments for sedentary lifestyle include behavioral interventions, physical activity programs, and technology-supported initiatives like gamification with social support. Behavioral motivation involves setting goals and providing incentives to encourage physical activity, while social reinforcement leverages support from peers or groups to maintain engagement and accountability.
These mechanisms are crucial for sedentary lifestyle patients as they help to create sustainable behavior changes, increase adherence to physical activity, and improve overall health outcomes by reducing the risk of chronic diseases associated with inactivity.
Breast cancer survivors' beliefs and preferences regarding technology-supported sedentary behavior reduction interventions.
Breast cancer survivors' beliefs and preferences regarding technology-supported sedentary behavior reduction interventions.
Find a Location
Who is running the clinical trial?
University of PennsylvaniaLead Sponsor
2,082 Previous Clinical Trials
42,726,562 Total Patients Enrolled
4 Trials studying Sedentary Lifestyle
948 Patients Enrolled for Sedentary Lifestyle
Abramson Cancer Center at Penn MedicineLead Sponsor
418 Previous Clinical Trials
464,702 Total Patients Enrolled
American Heart AssociationOTHER
346 Previous Clinical Trials
4,971,027 Total Patients Enrolled
2 Trials studying Sedentary Lifestyle
210 Patients Enrolled for Sedentary Lifestyle
City of Hope National Medical CenterOTHER
16 Previous Clinical Trials
8,725 Total Patients Enrolled
Abramson Cancer Center of the University of PennsylvaniaLead Sponsor
359 Previous Clinical Trials
108,335 Total Patients Enrolled
Montefiore Medical CenterOTHER
457 Previous Clinical Trials
588,459 Total Patients Enrolled
Kevin Volpp, MD, PhDPrincipal InvestigatorUniversity of Pennsylvania
16 Previous Clinical Trials
387,411 Total Patients Enrolled
1 Trials studying Sedentary Lifestyle
288 Patients Enrolled for Sedentary Lifestyle
Alexander C. Fanaroff, MDPrincipal InvestigatorUniversity of Pennsylvania
Media Library
Research Study Groups:
This trial has the following groups:- Group 1: Gamification and Social Support
- Group 2: Attention Control