SMART Family-Link Project: A Digital Game on Promoting Family Well-being
Trial Snapshot
- Phase
- Not Applicable
- Status
- Not yet recruiting
- Sponsor
- The University of Hong Kong
- Enrollment
- 800
- Locations
- 1
- Primary Endpoint
- Step count
Study Overview
Brief Summary
Advances in information communication technologies (ICT) allow for ICT-assisted health promotion to become more common. Integrating ICT in health promotion has been suggested to offer many advantages compared to traditional approaches to promote family well-being. Research has also shown the positive effects of game-based approaches in enhancing health promotion interventions, especially with children. We will develop and conduct an online survey to assess the use of games and gamification for health promotion, as well as a family-based randomized controlled trial to promote healthy living.
Detailed Description
With growing emphasis on the development and maintenance of healthy lifestyles, the family role has increasing importance. A family-based health promotion strategy can be instrumental in helping disseminate and reinforce knowledge and behaviours on family well-being and better equip families to protect themselves and promote family well-being beyond the COVID-19 pandemic. Additionally, the pandemic led to increased sedentary behavior and unhealthy eating. New, innovative health promotion strategies and approaches to increase physical activity and healthy diet and enhance well-being are needed.
This study aims to investigate and use a game-based approach to enhance knowledge and behaviours on healthy living and family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide evidence of the feasibility and effectiveness of such an approach in a family-based context. It would also guide the direction for future health education and awareness trials and related projects and campaigns for health promotion efforts and to help improve family well-being in the Hong Kong community and elsewhere.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Treatment
- Masking
- Single (Participant)
Eligibility Criteria
- Ages
- 10 Years to — (Child, Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •Chinese-speaking;
- •Parental consent for those under 18;
- •Able to understand and play the game;
- •Has a smartphone.
Exclusion Criteria
- •Individuals who cannot meet the inclusion criteria.
Outcomes
Primary Outcomes
Step count
Time Frame: Baseline and one month
Average daily step count
Secondary Outcomes
- Perceived improved family happiness(Baseline and one month)
- Game satisfaction score(One month)
- Family well-being knowledge and behaviors(Baseline and one month)
- Self-reported healthy habits(Baseline and one month)
Investigators
Dr. Agnes Yuen-Kwan Lai
Principal Investigator
The University of Hong Kong
