Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
- Conditions
- Physical Activity
- Interventions
- Behavioral: Physical activity tracking appBehavioral: 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
- 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
- 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
Group Intervention Description Physical Activity Tracking App Only Physical activity tracking app Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity. Physical Activity Tracking + Gamified Smartphone App 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.
- Primary Outcome Measures
Name Time Method User satisfaction with gamified smartphone app 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 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
Name Time Method Steps 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).
Physical activity minutes 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).
Motivation for physical activity 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.
Trial Locations
- Locations (1)
University of Victoria
🇨🇦Victoria, British Columbia, Canada