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Health Game Intervention to Promote the Physical Activity of Early Adolescents

Not Applicable
Conditions
Health Behavior
Physical Activity
Interventions
Behavioral: Health game
Behavioral: Sport and fitness application
Registration Number
NCT03279497
Lead Sponsor
University of Turku
Brief Summary

The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early adolescents (10-13 year olds). Half of the study participants will receive the game-intervention and half of the study participants will receive a commercially available sport and fitness application for running, cycling and every-day training.

Detailed Description

The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early 10 to 13 years old adolescents. Participants allocated to the Health game intervention group will use a game called Movenator, during a four week intervention and participants allocated to the Sport and fitness-intervention group will use a commercially available Sport and fitness application for running, cycling and every-day training, during a four week intervention period.

Recruitment & Eligibility

Status
UNKNOWN
Sex
All
Target Recruitment
180
Inclusion Criteria
  • Goes to school at 4th, 5th or 6th grade
  • Understands and can communicate either in Finnish
  • Has daily access to a smart phone (Android) during free time
Exclusion Criteria
  • Physical activity impairments

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Health gameHealth gameHealth game intervention consists of 20 minutes guided training session with the mobile health game at school and 4 weeks free usage of the game via own smart phone during free time. Smart phones are tracking the actual physical activity (steps) of the participants via activity sensors and the tracked steps work as In-App Currency enabling the participants to play the game and proceed in it.
Sport and fitness applicationSport and fitness applicationSport and fitness application intervention consists of 20 minutes guided training session with the app at school and 4 weeks free usage of the app via own smart phone during free time. Sport and fitness application, when turned on, tracks the physical activity (running, cycling and every-day training) of the participant.
Primary Outcome Measures
NameTimeMethod
Change in Physical activity behaviorat baseline during one week period and at 4 weeks during one week period

Physical activity behavior is tracked with Actigraph wGT3X-BT accelerometer during one week period

Secondary Outcome Measures
NameTimeMethod
Change in Physical activity self-efficacyAt baseline and at 4 weeks

Measured with Physical Activity Self-Efficacy Scale (PASES), a 8-item 5-point Likert-scale.

Actual use of the interventionDuring the four week intervention

Actual use of the intervention is tracked with log files

Usability of the interventionAt 4 weeks

Measured with System Usability Scale (SUS), a 10-item 5-point Likert-scale

Trial Locations

Locations (1)

Primary schools (n=2)

🇫🇮

Turku, Southwest Finland, Finland

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