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Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial

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ClinicalTrials.gov Identifier: NCT04593199
Recruitment Status : Recruiting
First Posted : October 19, 2020
Last Update Posted : November 5, 2021
Sponsor:
Information provided by (Responsible Party):
Sam Liu, University of Victoria

Brief Summary:
Increasing physical activity is critical for children's overall health. Smartphone apps using gamification has shown promise to increasing physical activity using game techniques. This study is a 4-week randomized controlled trial using a gamified smartphone app to determine acceptability and preliminary effectiveness to increase physical activity in children.

Condition or disease Intervention/treatment Phase
Physical Activity Behavioral: Gamified Smartphone App Behavioral: Physical activity tracking app Not Applicable

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Study Type : Interventional  (Clinical Trial)
Estimated Enrollment : 160 participants
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)
Primary Purpose: Prevention
Official Title: Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
Actual Study Start Date : January 28, 2019
Estimated Primary Completion Date : March 1, 2022
Estimated Study Completion Date : April 15, 2022

Resource links provided by the National Library of Medicine


Arm Intervention/treatment
Sham Comparator: Physical Activity Tracking App Only
Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity.
Behavioral: Physical activity tracking app
Participants were asked to use the Fitbit app to track and sync their daily physical activity.
Other Name: Fitbit app

Active Comparator: Physical Activity Tracking + Gamified Smartphone App
Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity. Additionally, they were asked to use the gamified smartphone app, Draco, during the intervention period.
Behavioral: Gamified Smartphone App
The primary objective was to determine the acceptability and satisfaction of the Draco app among children. Secondary objective was to evaluate if the Draco app could improve physical activity levels (steps, and moderate-to-vigorous physical activity) and intrinsic motivation for physical activity in children. The gamified smartphone app, Draco, is a virtual pet simulator where you care for a pet by exercising, walking, and answering healthy lifestyle questions.
Other Name: Draco app




Primary Outcome Measures :
  1. User satisfaction with gamified smartphone app [ Time Frame: 4 weeks ]
    User satisfaction was measured using an adapted version of the short form Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Items pertained to the enjoyment, satisfaction of using the app and if the experience was unenjoyable. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.

  2. Acceptability with gamified smartphone app [ Time Frame: 4 weeks ]
    Exit interviews were performed after the intervention period to determine satisfaction and acceptability. Questions related to their experience using the app, their physical activity behavior (before, during, and after the intervention period) and recommendations for app content


Secondary Outcome Measures :
  1. Steps [ Time Frame: 4 weeks ]
    Steps were collected using a Fitbit over the intervention period. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).

  2. Physical activity minutes [ Time Frame: 4 weeks ]
    Minutes of physical activity engaged in by the participants were collected using a Fitbit device worn by participants. The device is worn while the participant is engaging in physical activity. The intensity of exercise is calculated by heartrate. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).

  3. Motivation for physical activity [ Time Frame: 4 weeks ]
    Motivation for physical activity was measured using an adapted version of the Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Questions related to perceived competence to physical activity, perceived autonomy to physical activity and perceived relatedness to the app. The items addressed perceived competence, perceived autonomy, and relatedness. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.



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Ages Eligible for Study:   8 Years to 14 Years   (Child)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   Yes
Criteria

Inclusion Criteria:

  • Children aged 8-14 years old
  • Not meeting the recommended Canadian physical activity guidelines of 60min per day of moderate-to-vigorous physical activity
  • English-literate
  • Normal to corrected vision

Exclusion Criteria:

  • Diagnosis or injury that prevents physical activity participation
  • No access to a smartphone or tablet

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT04593199


Contacts
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Contact: Sam Liu, PhD 2507218392 samliu@uvic.ca
Contact: Sam Lapusniak, Masters 2508094655 samlapusniak@uvic.ca

Locations
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Canada, British Columbia
University of Victoria Recruiting
Victoria, British Columbia, Canada, V8W2Y2
Contact: Sam Liu, PhD    250-721-8392    samliu@uvic.ca   
Sponsors and Collaborators
University of Victoria
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Responsible Party: Sam Liu, Assistant Professor, University of Victoria
ClinicalTrials.gov Identifier: NCT04593199    
Other Study ID Numbers: UVic181243
First Posted: October 19, 2020    Key Record Dates
Last Update Posted: November 5, 2021
Last Verified: October 2021
Individual Participant Data (IPD) Sharing Statement:
Plan to Share IPD: Undecided

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Studies a U.S. FDA-regulated Drug Product: No
Studies a U.S. FDA-regulated Device Product: No
Keywords provided by Sam Liu, University of Victoria:
Children
Mobile health
Gamification
Physical Activity