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

Not Applicable
Conditions
Physical Activity
Interventions
Behavioral: Physical activity tracking app
Behavioral: Gamified Smartphone App
Registration Number
NCT04593199
Lead Sponsor
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.

Detailed Description

Not available

Recruitment & Eligibility

Status
UNKNOWN
Sex
All
Target Recruitment
160
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

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Physical Activity Tracking App OnlyPhysical activity tracking appOver a four week period, participants were asked to use the Fitbit app to track their daily physical activity.
Physical Activity Tracking + Gamified Smartphone AppGamified Smartphone AppOver 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.
Primary Outcome Measures
NameTimeMethod
User satisfaction with gamified smartphone app4 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 app4 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
NameTimeMethod
Steps4 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).

Physical activity minutes4 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).

Motivation for physical activity4 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.

Trial Locations

Locations (1)

University of Victoria

🇨🇦

Victoria, British Columbia, Canada

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