Motivating Survey Compliance: Game Play Study 1
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 232
- 试验地点
- 2
- 主要终点
- Adherence Rates to various methods of daily survey administration
研究概览
简要总结
Self-reports, especially for patients with chronic physical or mental diseases, are critical for disease research and drug development. Historically, it has been very difficult to collect self-reported data for long periods of time as it is an unpleasant and inconvenient task. Paper and digital surveys are the traditional way of collecting self-reports and have been around for a long time, but still suffer from lack of adherence despite the best efforts of researchers to remind and motivate individuals to fill them out.
Mobile games, on the other hand, benefit from an enormous amount of human adherence. These video games can be played on a smartphone and have captured the attention of a wide variety of demographics. The investigators have used established game design principles to develop a mobile game to motivate individuals to fill out a daily survey.
The purpose of this study is to determine which method of survey administration (paper, digital survey, or game- motivated survey) leads to the highest adherence rates for daily surveys.
详细描述
The recruitment flyers, emails, and postings will invite eligible individuals to participate in a 35-day study about mood, games, and time use for $100. Interested persons will be invited to go to a link to fill out a screening survey. Potential participants will be screened to make sure they are in the appropriate age range and have a smartphone. This will be accomplished via an online survey.
Once a potential participant has been identified, he or she will be directed to digital information about the study that is written in an easily understandable format. This information will include the types of questions that will be asked on a daily basis, information about the pre- and post- surveys, information about payment ($40 for finishing the first 4 of 7 surveys and an additional $60 for finishing the post-study survey), and notification that the participant does not need to fill out any question if it makes him/her uncomfortable. If the individual still wants to participate, they will be instructed to enter the email address of a parent or guardian who can provide consent for them. If the individual is 18 years old or older, they will provide their own consent. Individuals under 18 will read and digitally sign an assent form.
After a participant has consented to participate, he or she will be randomized into one of 3 groups for filling out the daily surveys: paper surveys, digital surveys, or game-motivated digital surveys. The participant will then fill out a pre-study survey about general demographics (age, gender), gaming and time use habits, and complete a couple of quick assessments to determine reading level and arithmetic level. Then participants will provide an email address to receive payment at the end of the study. Participants will be reminded of the payment schedule and then be directed to download the free app that matches his or her randomized group. Note that the paper surveys group will visit a webpage that displays a randomized word that he or she will need to write on the paper survey so that we can approximate when the survey was filled out. In addition, the paper surveys group participants will also be directed to print out their surveys for the study.
After the pre-study survey is complete, participants will receive a daily notification from their downloaded app to remember to fill out their survey for the day for 35 days. Each participant will be asked the following 5 questions each day:
- What was your mood during the last 24 hours?
- How many minutes did you spend playing mobile games in the last 24 hours?
- How many times did you watch ads for in-game rewards in the past 24 hours?
- How many minutes did you spend outside in the last 24 hours?
- What has the weather been like in the last 24 hours?
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Supportive Care
- 盲法
- None
入排标准
- 年龄范围
- 6 Years 至 24 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Aged 6-24
- •Own and use either an iPhone or Android smartphone
- •Access to US Apple App Store or US GooglePlayStore
排除标准
- 未提供
研究组 & 干预措施
Paper PRO
Participants in the Paper PRO arm completed daily patient reported outcome diaries on paper
干预措施: Paper Survey (Other)
ePRO
Participants in the ePRO arm completed daily patient reported outcome diaries online via a smartphone app.
干预措施: Electronic Survey (Other)
Game-Motivated ePRO
Participants in the Game-Motivated ePRO arm completed daily patient reported outcome diaries online via a smartphone app. These participants were also given access to a game that rewarded the participant with an in-game reward that helped the participant complete various in-game quests.
干预措施: The Guardians: A smartphone game (Other)
结局指标
主要结局
Adherence Rates to various methods of daily survey administration
时间窗: 35 days
For each study arm, the average adherence rate (computed as the percent of days (out of 35 total) a participant completed 100% of the daily survey questions, averaged over all participants in the study arm) will be computed and compared
次要结局
未报告次要终点
