NCT04593199

Brief Summary

Increasing physical activity is critical for children's overall health. Smartphone apps using gamification has shown promise to increasing physical activity using game techniques. This study is a 4-week randomized controlled trial using a gamified smartphone app to determine acceptability and preliminary effectiveness to increase physical activity in children.

Trial Health

43
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
160

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Jan 2019

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
unknown

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

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

January 28, 2019

Completed
1.7 years until next milestone

First Submitted

Initial submission to the registry

October 13, 2020

Completed
6 days until next milestone

First Posted

Study publicly available on registry

October 19, 2020

Completed
1.4 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 1, 2022

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

April 15, 2022

Completed
Last Updated

November 5, 2021

Status Verified

October 1, 2021

Enrollment Period

3.1 years

First QC Date

October 13, 2020

Last Update Submit

October 28, 2021

Conditions

Keywords

ChildrenMobile healthGamificationPhysical Activity

Outcome Measures

Primary Outcomes (2)

  • User satisfaction with gamified smartphone app

    User satisfaction was measured using an adapted version of the short form Intrinsic Motivation Inventory used by Ahn, Johnsen \& Ball, 2019. Items pertained to the enjoyment, satisfaction of using the app and if the experience was unenjoyable. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.

    4 weeks

  • Acceptability with gamified smartphone app

    Exit interviews were performed after the intervention period to determine satisfaction and acceptability. Questions related to their experience using the app, their physical activity behavior (before, during, and after the intervention period) and recommendations for app content

    4 weeks

Secondary Outcomes (3)

  • Steps

    4 weeks

  • Physical activity minutes

    4 weeks

  • Motivation for physical activity

    4 weeks

Study Arms (2)

Physical Activity Tracking App Only

SHAM COMPARATOR

Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity.

Behavioral: Physical activity tracking app

Physical Activity Tracking + Gamified Smartphone App

ACTIVE COMPARATOR

Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity. Additionally, they were asked to use the gamified smartphone app, Draco, during the intervention period.

Behavioral: Gamified Smartphone App

Interventions

The primary objective was to determine the acceptability and satisfaction of the Draco app among children. Secondary objective was to evaluate if the Draco app could improve physical activity levels (steps, and moderate-to-vigorous physical activity) and intrinsic motivation for physical activity in children. The gamified smartphone app, Draco, is a virtual pet simulator where you care for a pet by exercising, walking, and answering healthy lifestyle questions.

Also known as: Draco app
Physical Activity Tracking + Gamified Smartphone App

Participants were asked to use the Fitbit app to track and sync their daily physical activity.

Also known as: Fitbit app
Physical Activity Tracking App Only

Eligibility Criteria

Age8 Years - 14 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • Children aged 8-14 years old
  • Not meeting the recommended Canadian physical activity guidelines of 60min per day of moderate-to-vigorous physical activity
  • English-literate
  • Normal to corrected vision

You may not qualify if:

  • Diagnosis or injury that prevents physical activity participation
  • No access to a smartphone or tablet

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Victoria

Victoria, British Columbia, V8W2Y2, Canada

RECRUITING

MeSH Terms

Conditions

Motor Activity

Condition Hierarchy (Ancestors)

Behavior

Central Study Contacts

Sam Liu, PhD

CONTACT

Sam Lapusniak, Masters

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
PREVENTION
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Assistant Professor

Study Record Dates

First Submitted

October 13, 2020

First Posted

October 19, 2020

Study Start

January 28, 2019

Primary Completion

March 1, 2022

Study Completion

April 15, 2022

Last Updated

November 5, 2021

Record last verified: 2021-10

Locations