Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Physical Activity
- Sponsor
- University of Victoria
- Enrollment
- 160
- Locations
- 1
- Primary Endpoint
- User satisfaction with gamified smartphone app
- Last Updated
- 4 years ago
Overview
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.
Investigators
Sam Liu
Assistant Professor
University of Victoria
Eligibility 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
Outcomes
Primary Outcomes
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.
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 Outcomes
- Steps(4 weeks)
- Physical activity minutes(4 weeks)
- Motivation for physical activity(4 weeks)