Effect of Gamification-Based Incentive Schemes on Behavioral Adherence in Children
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 入组人数
- 160
- 试验地点
- 1
- 主要终点
- Questionnaire adherence
研究概览
简要总结
This Randomized Control Trial evaluates the impact of different gamification-based incentive schemes (levels, streaks and their combination) on adherence to target behaviors in children. Participants are randomized into four groups with different types of motivational frameworks.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 9 Years 至 12 Years(Child)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •Children aged 9-12 years Regular smartphone use (at least 4 days per week) Has access to a smartphone throughout most of the day Brings a smartphone to school Owns a personal smartphone with a touchscreen Owns a smartphone with Android operating system (version 9 or higher) Has access to mobile internet on their device Is allowed to use a smartphone at school during breaks (e.g., lunch or longer breaks) for questionnaire completion and to wear a smartwatch Native Czech speaker
排除标准
- •Does not meet one or more of the inclusion criteria Has a sibling already enrolled in the study
研究组 & 干预措施
Level-based
Participants receive financial rewards based on a points system, where completed target behaviors are converted into points. Accumulated points determine progression through predefined levels, which represent increasing achievement. Higher levels correspond to higher reward value.
干预措施: Level-based (Behavioral)
Streak-Based
Participants receive financial rewards based on maintaining continuous engagement (streaks). Consecutive days of completing target behaviors unlock virtual equipment or items. Longer streaks result in more valuable rewards.
干预措施: Streak-based (Behavioral)
Combined Streak and level
Participants receive financial rewards based on a combination of levels, and streak-based mechanics. Target behaviors generate points contributing to level progression, while sustained engagement additionally unlocks streaks. This arm integrates both accumulation and consistency-based incentives.
干预措施: Combined: level and streak (Behavioral)
Control
Participants use the same mobile application with gamification features, but financial rewards are not linked to levels, or streaks. Rewards are provided only for completing questionnaires. The total potential reward value is equivalent across all arms.
干预措施: Control (Behavioral)
结局指标
主要结局
Questionnaire adherence
时间窗: 14 days
Participants are rewarded for completing study questionnaires using a combination of points, streaks, and level-based bonuses to encourage adherence and long-term engagement. 1. Base Reward (Questionnaire Completion) Participants receive points for completing questionnaires. Example: 60% completion 2. Streak System Participants earn additional rewards for consecutive questionnaire completion (daily or scheduled). Streaks are designed to reinforce consistent participation and habit formation. Streak: 22 CZK 3. Level System Participants progress through levels based on accumulated activity (e.g., completed questionnaires). Each level unlock provides a financial reward: 1 level = 450 CZK 4\. Combined Model (Levels + Streaks) A hybrid incentive structure can be applied: Streak reward: 10 CZK per streak milestone Level reward: 250 CZK per level achieved
次要结局
未报告次要终点
研究者
Zdenek Svoboda
Project Manager
Palacky University
