SMART Family-Link Project: A Digital Game on Promoting Family Well-being
Trial Snapshot
- Phase
- Not Applicable
- Sponsor
- The University of Hong Kong
- Enrollment
- 100
- Locations
- 2
- Primary Endpoint
- Perceived improved family well-being
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 assess a digital family game with theme-based mini-games to enhance family communication and well-being.
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 amidst the pandemic.
This study aims to use a game-based approach to enhance knowledge and behaviours on family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide preliminary 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
- Na
- Intervention Model
- Single Group
- Primary Purpose
- Prevention
- Masking
- None
Eligibility Criteria
- Ages
- 18 Years to 100 Years (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •Chinese-speaking;
- •Individuals aged 18 years and above;
- •Able to understand and play the game.
Exclusion Criteria
- •Individuals who cannot meet the inclusion criteria.
Outcomes
Primary Outcomes
Perceived improved family well-being
Time Frame: Baseline and one month
Change assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness).
Secondary Outcomes
- Family well-being knowledge and behaviors(Baseline and one month)
- Practice of sharing family well-being knowledge(One month)
- Perceived improved family communication(Baseline and one month)
- Perceived improved family health(Baseline and one month)
Investigators
Dr. Agnes Yuen-Kwan Lai
Assistant Professor
The University of Hong Kong
