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临床试验/NCT07509489
NCT07509489招募中不适用

Effect of Gamification-Based Incentive Schemes on Behavioral Adherence in Children

Palacky University1 个研究点 分布在 1 个国家目标入组 160 人开始时间: 2026年3月28日最近更新:
适应症
干预措施

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

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

Experimental

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

Experimental

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

Experimental

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

Active Comparator

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

申办方类型
Other
责任方
Principal Investigator
主要研究者

Zdenek Svoboda

Project Manager

Palacky University

研究点 (1)

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