NCT02622165

Brief Summary

The aim of this study is to conduct an outcome and process evaluation of the REWARD intervention, a serious game intervention using reward-based strategies as a main method to trigger healthy snacking in Flemish adolescents.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
1,463

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Jan 2016

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

November 16, 2015

Completed
18 days until next milestone

First Posted

Study publicly available on registry

December 4, 2015

Completed
28 days until next milestone

Study Start

First participant enrolled

January 1, 2016

Completed
3 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

April 1, 2016

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

May 1, 2016

Completed
Last Updated

May 26, 2016

Status Verified

May 1, 2016

Enrollment Period

3 months

First QC Date

November 16, 2015

Last Update Submit

May 25, 2016

Conditions

Keywords

health promotionnutritioninterventionadolescentsserious game

Outcome Measures

Primary Outcomes (1)

  • Change in the Healthy Snacking Index

    A healthy snacking index will be calculated based on a Food Frequency Questionnaire (FFQ). Snacks are in this study defined as all food items consumed outside (\>30 min) of breakfast, lunch and dinner. The daily intake of each FFQ category will be obtained by multiplying the frequency of consumption with the quantity of consumption per week (g) divided by 7. These daily intakes will then be summed to obtain the daily intake of healthy snacks (g), and unhealthy snacks (g). The classification of snacks and drinks into healthy and unhealthy is based on the nutrient profiling model as developed by the UK NP Ofcom model (Lobstein et al. 2009). Finally a health index for snacks will be calculated: (gram healthy snacks / (gram healthy snacks + gram unhealthy snacks))\*100.

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end)

Secondary Outcomes (7)

  • Change in Body mass index

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end)

  • Change in awareness about healthy snacking

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end)

  • Change in attitude about healthy snacking

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end),

  • Change in self-efficacy concerning healthy snacking

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end)

  • Change in knowledge about snacks

    The outcome will be measured at the baseline (before start intervention), posttest (1-7 days after the intervention end)

  • +2 more secondary outcomes

Study Arms (2)

The REWARD serious game intervention

EXPERIMENTAL

A mobile 4-week serious game intervention will be administered.

Behavioral: The REWARD serious game intervention

Control group

NO INTERVENTION

School curriculum as usual

Interventions

The REWARD intervention is based on the dual process model incorporating strategies to influence both the automatic pathway (i.e., operant learning theory) and the conscious pathway (i.e., a focus on certain determinants). The central idea of the intervention will be that participants will earn credits in the game when scanning healthy (rather than unhealthy) snacks which will influence the advancement of the players in the game. This credit system will be related to the dietary quality index of the consumed snacks.

Also known as: REWARD
The REWARD serious game intervention

Eligibility Criteria

Age14 Years - 16 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • Adolescents attending 3th and 4th grade of secondary school in Belgium (14- to 16- year olds)
  • Adolescents understanding Dutch.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Ghent University-Public Health Department

Ghent, East-Flanders, 9000, Belgium

Location

Related Publications (1)

  • Van Lippevelde W, Vangeel J, De Cock N, Lachat C, Goossens L, Beullens K, Vervoort L, Braet C, Maes L, Eggermont S, Deforche B, Van Camp J. Using a gamified monitoring app to change adolescents' snack intake: the development of the REWARD app and evaluation design. BMC Public Health. 2016 Aug 5;16:725. doi: 10.1186/s12889-016-3286-4.

Study Officials

  • Benedicte Deforche, PhD

    Ghent University - Department of Public Health

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
NONE
Purpose
PREVENTION
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

November 16, 2015

First Posted

December 4, 2015

Study Start

January 1, 2016

Primary Completion

April 1, 2016

Study Completion

May 1, 2016

Last Updated

May 26, 2016

Record last verified: 2016-05

Locations