NCT05662826
Suspended
Not Applicable
A Virtual Home Intervention to Promote Physical Activity Among Youth With Type 1 Diabetes Part 2
ConditionsType 1 Diabetes
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Type 1 Diabetes
- Sponsor
- Yale University
- Enrollment
- 24
- Locations
- 1
- Primary Endpoint
- Engagement
- Status
- Suspended
- Last Updated
- 8 months ago
Overview
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.
Investigators
Eligibility Criteria
Inclusion Criteria
- •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)
Exclusion Criteria
- •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)
Outcomes
Primary Outcomes
Engagement
Time Frame: 4 weeks
Number of classes attended
Satisfaction
Time Frame: 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 Outcomes
- Motivation for exergame play(4 weeks)
- Multimodal presence(4 weeks)
- Perceived cohesion(4 weeks)
- System usability(4 weeks)
Study Sites (1)
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