Avatar-based Social Physical Activity
- Conditions
- Type 1 Diabetes
- Interventions
- Behavioral: Avatar-based Social Physical Activity
- Registration Number
- NCT05662826
- Lead Sponsor
- Yale University
- Brief Summary
This study is testing program where teens with type 1 diabetes play Meta Quest 2 virtual reality exercise games and talk, act, and paint about physical activity in virtual meetings with their peers and young adult role models. The outcomes are feasibility and user satisfaction.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- SUSPENDED
- Sex
- All
- Target Recruitment
- 24
- Age of 14-17 years
- Diagnosis of type 1 diabetes or other absolute insulin deficiency diabetes for ≥6 months
- Moderate-to-vigorous physical activity less than half of recommended levels (defined as ≤3 days per week achieving ≥60min daily MVPA)
- English literacy
- Home Broadband wireless Internet (≥25 mbps downloads, ≥3 mbps uploads on google Internet speed test). This is used in ~98% of US households.
- Willing to use continuous glucose monitor for the duration of participation in the trial.
- Willing to use a computer or smartphone with web camera.
- Under regular care by a healthcare provider (defined as attending at least one appointment in the past year, plus access to verified 24hr phone number to reach the provider's team for insulin dose adjustments if assistance is needed)
- A condition or disability besides type 1 diabetes that would preclude participation in group moderate-to-vigorous physical activity (e.g., cerebral palsy, current pregnancy)
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description Avatar-based Social Physical Activity Avatar-based Social Physical Activity Group classes with virtual reality exercise games, talking, acting, and painting activities
- Primary Outcome Measures
Name Time Method Engagement 4 weeks Number of classes attended
Satisfaction 4 weeks Score on a satisfaction survey that has been custom-designed for the components of this program. Scores range from 0 to 4. A higher score indicates greater satisfaction with the program.
- Secondary Outcome Measures
Name Time Method Motivation for exergame play 4 weeks Score on motivation for exergame play inventory (reference 2). Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame.
Multimodal presence 4 weeks Score on multimodal presence scale (reference 3). Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world.
Perceived cohesion 4 weeks Score on perceived cohesion scale (reference 1). Scores range from 0 to 6. A higher score indicates greater cohesion the participant felt among the group.
System usability 4 weeks Score on system usability scale (reference 4). Scores range from 0 to 4. A higher score indicates the system was more feasible to use.
Trial Locations
- Locations (1)
Yale Children's Diabetes Program
🇺🇸New Haven, Connecticut, United States