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Clinical Trials/NCT04593199
NCT04593199
Unknown
Not Applicable

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

University of Victoria1 site in 1 country160 target enrollmentJanuary 28, 2019

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.

Registry
clinicaltrials.gov
Start Date
January 28, 2019
End Date
April 15, 2022
Last Updated
4 years ago
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Responsible Party
Principal Investigator
Principal Investigator

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)

Study Sites (1)

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