跳至主要内容
临床试验/CTRI/2022/05/042608
CTRI/2022/05/042608尚未招募不适用

Gamification as an entrepreneur well-being intervention: A single-blinded randomised controlled trial

NKP Salve Institute of Medical Sciences and Research Centre1 个研究点 分布在 1 个国家目标入组 45 人开始时间: 2022年5月25日最近更新:

试验速览

阶段
不适用
状态
尚未招募
入组人数
45
试验地点
1
主要终点
1. Stressors of entrepreneurial employment

研究概览

简要总结

Entrepreneurs usually work for long hours resulting in exhaustion, stress, and burnout. The prevalent symptoms of burnout include reduced levels of physical and mental energy, reduced job efficiency, and diminished productivity. Therefore, it is important to improve the health of entrepreneurs, which can be mediated effectively using gamification. Gamification has a positive relationship with improvements in health and well-being as it influences motivation, positive experiences, and satisfaction. This trial aims to study how 30-minutes of (virtual reality) game use via Kinect Azure and Oculus platforms three times per week, for three weeks, relates to differences in entrepreneur stress, burnout, subjective life quality, and downstream firm performance. Entrepreneurs over the age of 18 to 50 years will be recruited for the gamification analysis. Analysis of previous power using G*Power will be used to determine the sample size. The participants will be divided into 3 groups, wherein Group A will be assigned gamification on the Kinect platform, Group B will be assigned the Oculus Quest intervention, and Group C will be assigned a control condition. Group A and B will undergo a 30 minutes gamification module 3 days per week for 4 weeks at the NKP Salve Institute of Medical Sciences and Research Centre in Nagpur to play games on Kinect and Oculus quest respectively. The outcome measures include a five-point Likert scale for measuring entrepreneurial stress, a burnout measuring scale (BMS) for burnout, a five-point Likert scale for performance, and SF-12 for Quality of life. The questionnaires will be provided at the start of the program and the last day of each training week. Gamification techniques using Kinect Azure and Oculus Quest (i.e., virtual reality) will be integrated into entrepreneur samples to evaluate their impact on improving markers of well-being and in turn, performance. Since current strains pave the way to future accomplishment, entrepreneurs’ eudaimonic well-being might be particularly related to forward-looking challenge stressors and burnouts. The results of this study will provide an insight into how gamification could help entrepreneurs to deal with work stressors, and maintain high well-being.

研究设计

研究类型
Interventional
分配方式
Computer generated randomization
盲法
Participant Blinded

入排标准

年龄范围
18.00 Year(s) 至 50.00 Year(s)(—)
性别
All

入选标准

  • 1.He can understand or fluently speak Hindi or English; 2.He is willing and able to give informed consent for participation in the trial.

排除标准

  • 1.Presence of physical disabilities, which make using the interventions difficult.
  • 2.Self-reported severe psychological or medical disabilities, which make the interventions too confusing (including self-reported dementia).
  • 3.Neurological conditions (eg, Parkinson’s disease, epilepsy, stroke or dementias), 4.Significant visual, auditory or balance impairment; 5.Current receipt of another intensive psychological therapy (or about to start it within the 4-week trial therapy window); 6.Primary diagnosis of alcohol or substance disorder or personality disorder; 7.Unable to watch VR videos (eg, blindness).

结局指标

主要结局

1. Stressors of entrepreneurial employment

时间窗: The questionnaires for evaluating entrepreneurship stress, burnout, quality of life, and performance will be provided at the start of the program and every last day of the training week for 4 weeks.

2. Burnout measuring scale

时间窗: The questionnaires for evaluating entrepreneurship stress, burnout, quality of life, and performance will be provided at the start of the program and every last day of the training week for 4 weeks.

3. SF-12

时间窗: The questionnaires for evaluating entrepreneurship stress, burnout, quality of life, and performance will be provided at the start of the program and every last day of the training week for 4 weeks.

次要结局

  • Pretraining and post-training questionnaire(At baseline, the confidence level of each participant with the device will be assessed using a pretraining questionnaire. The participants will be given the training to use the device. After this, the post training questionnaire will be completed at baseline only.)
  • Post-intervention questionnaire(A postintervention questionnaire will be conducted after completion of the intervention period i.e. at the end of the 4th week to assess the participant’s perception of the VR platform and its components.)

研究者

申办方类型
Research institution and hospital

研究点 (1)

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