Games for Health: A feasibility study assessing the recruitment method for a randomised controlled trial investigating the use of interactive video games for improving health and diabetes-specific knowledge in children (9-16 years) at risk for type 2 diabetes.
- Conditions
- Type 2 DiabetesOverweight/ObesePublic Health - Health promotion/educationDiet and Nutrition - ObesityMetabolic and Endocrine - Diabetes
- Registration Number
- ACTRN12619001621101
- Lead Sponsor
- niversity of Auckland
- Brief Summary
The aim of this study was to assess the feasibility of recruiting a total of 40 participants (~13 per group) to complete a randomised controlled pilot trial to determine the effectiveness of two health-related video games to help adolescents and young people at risk of Type 2 Diabetes (T2D) to improve knowledge related to healthy lifestyles and prevention of the disease. Additional aims included to determine whether there was a change in healthy lifestyle and T2D knowledge, and young people’s attitudes toward the games. The main study involved a 1-hour baseline session where eligible young people (aged 9-13 years considered at risk of T2D, living in the greater Auckland area, who could read and understand English) answered questions about healthy lifestyles, and diabetes then randomised to play one of three games. Lifestyle knowledge and diabetes knowledge were measured at baseline, immediately after playing the game, and after four weeks. Despite considerable efforts we were only able to recruit a total of four participants, thus it was not considered feasible as defined by our primary outcome. No further analyses were conducted.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Completed
- Sex
- All
- Target Recruitment
- 4
Young people aged 9-16 years at-risk of type 2 diabetes.
In order to be classified as being at-risk for diabetes mellitus they must either have been told by their doctor that they are at-risk for type 2 diabetes, or they are overweight/obese, or they have a family history of type 2 diabetes.
Children will also need to be living in the greater Auckland area and must be able to read and understand English.
Inability to understand and/or comply with study protocol.
Study & Design
- Study Type
- Interventional
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method The primary endpoint will be feasibility of the recruitment method, defined as recruitment and randomisation of 40 participants within a 1-month period. [One month after going live with recruitment ]
- Secondary Outcome Measures
Name Time Method Participants knowledge of healthy lifestyles measured by a self-report survey specifically designed for this study.[15 min +/- 5 min after being given the game to play and at 4 weeks (controlled for at Baseline and compared to the control group)];Attitudes and preferences regarding video game measured by a self-report survey specifically designed for the game.[15 min +/- 5 min after receiving the game to play (controlled for at Baseline and compared to the control group)]