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).


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).


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?


You may be eligible for this study if you meet the following criteria:

  • Conditions: Autism Spectrum Diagnoses (ASD).
  • Age: Between 18 Years - 60 Years
  • Gender: Male or Female


(1) diagnosed with an autism spectrum condition and co-occurring anxiety by a qualified professional,
(2) aged between 18 and 60 years,
(3) able to ambulate without an assistive device (ex: wheelchair, crutches, etc.),
(4) cognitively able to understand the purpose of this study.
(5) have access to a supported device (smart phones with Android 4.4+ or iOS 12.0+ operating system), and
(6) when necessary, have parent/caregiver permission to use the device.



(1) Adults with orthopedic or other health conditions that interfere with independent ambulation or the ability to engage in study procedures (e.g. aggressive behavior).

Updated on 20 Nov 2022 . Study ID: TX10549

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