A Very Brief Intervention to Increase the Intention to Practice Physical Activity
1 other identifier
interventional
3,000
0 countries
N/A
Brief Summary
According to the Health Belief Model (HBM), one's intention to engage in physical activity (PA) is strongly and favourably related to their actual PA behaviour (Etheridge, Sinyard, \& Brindle, 2023; Kagee \& Freeman, 2017). According to a meta-analysis that looked at the connection between PA intention and conduct, 54% of those who had the intention to be active did so, and just 2% of people who initially had no intention of engaging in PA later modified their behaviour (Rhodes \& de Bruijn, 2013). Therefore, having PA intention is a crucial and helpful step to participate in PA(Webb \& Sheeran, 2006). Digital games include TV or console games, PC games, portable games, and others. Such games have recently been employed as teaching, learning, and training aids in a variety of contexts, including medical education (Rosenberg et al., 2010). Previous research has shown that motion sensor video games have positive effects on promoting healthy lifestyles including engagement in physical activity and disseminating health-related knowledge (DeSmet et al., 2014; Foley \& Maddison, 2010; Lenhart, Kahne, Middaugh, Evans, \& Vitek, 2008). Meanwhile, video games (at least once/day for 1 week) had positive effects on individuals' well-being and family relationships. (Foley \& Maddison, 2010; Halbrook, O'Donnell, \& Msetfi, 2019). Drawing on the HBM, playing digital game could be the cue to action which increases people's intention to engage in physical activities. Our study aims to fill the gap by examining the effectiveness of motion-sensoring game-based intervention in increasing the intention of performing PA, as well as personal and family well-being.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Sep 2023
Typical duration for not_applicable
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
August 2, 2023
CompletedFirst Posted
Study publicly available on registry
August 14, 2023
CompletedStudy Start
First participant enrolled
September 5, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 30, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
September 30, 2025
CompletedAugust 14, 2023
August 1, 2023
2.1 years
August 2, 2023
August 2, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Intention to perform physical activity
The intention to perform physical activity will be assessed immediately following the activity and after 1-month follow-up by one-item scale. The question is "Do you want to start (or continue) exercising at present?". The item comprises a 11-point scale ranging from 0 to 10 (Lin, Huang, Chuang, Tsai, \& Wang, 2018).
Immediate post-intervention, 1-month follow up
Secondary Outcomes (2)
Satisfaction with the games • personal well-being and family well-being
Immediate post-intervention, 1-month follow up
Personal well-being and family well-being
Immediate post-intervention, 1-month follow up
Study Arms (2)
Intervention: motion-sensor video game
EXPERIMENTALThe experimental arm is a 1-2 mins motion-sensoring video game, which can accommodate 1-4 individuals, engaging their entire bodies in the physical motions involved. It aims to increase PA intention by increasing their motivation, as well as personal and family well-being by increasing the interaction with family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).
Placebo: mobile APP game (without motion-sensoring)
PLACEBO COMPARATORThe placebo arm is a 1-2 mins mobile app game, which allows 1-4 participants to play together with a duration of 1-2 minutes. It aims to increase participants' family and personal well-being by increasing the interaction of family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).
Interventions
The experimental arm is a 1-2 mins motion-sensoring video game, which can accommodate 1-4 individuals, engaging their entire bodies in the physical motions involved. It aims to increase PA intention by increasing their motivation, as well as personal and family well-being by increasing the interaction with family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).
The placebo arm is a 1-2 mins mobile app game, which allows 1-4 participants to play together with a duration of 1-2 minutes. It aims to increase participants' family and personal well-being by increasing the interaction of family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).
Eligibility Criteria
You may qualify if:
- Chinese speaking
- Able to complete the questionnaire
- Aged 18 or above
You may not qualify if:
- People with serious health conditions that might prevent them from participating in sensor-motion video game and mobile game
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Related Publications (12)
DeSmet A, Van Ryckeghem D, Compernolle S, Baranowski T, Thompson D, Crombez G, Poels K, Van Lippevelde W, Bastiaensens S, Van Cleemput K, Vandebosch H, De Bourdeaudhuij I. A meta-analysis of serious digital games for healthy lifestyle promotion. Prev Med. 2014 Dec;69:95-107. doi: 10.1016/j.ypmed.2014.08.026. Epub 2014 Aug 27.
PMID: 25172024BACKGROUNDEtheridge, J. C., Sinyard, R. D., & Brindle, M. E. (2023). Chapter 90 - Implementation research. In A. E. M. Eltorai, J. A. Bakal, P. C. Newell, & A. J. Osband (Eds.), Translational Surgery (pp. 563-573): Academic Press.
BACKGROUNDFoley L, Maddison R. Use of active video games to increase physical activity in children: a (virtual) reality? Pediatr Exerc Sci. 2010 Feb;22(1):7-20. doi: 10.1123/pes.22.1.7.
PMID: 20332536BACKGROUNDHalbrook YJ, O'Donnell AT, Msetfi RM. When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. Perspect Psychol Sci. 2019 Nov;14(6):1096-1104. doi: 10.1177/1745691619863807.
PMID: 31672105BACKGROUNDKagee, A., & Freeman, M. (2017). Mental Health and Physical Health (Including HIV/AIDS). In S. R. Quah (Ed.), International Encyclopedia of Public Health (Second Edition) (pp. 35-44). Oxford: Academic Press.
BACKGROUNDKorda H. Bringing evidence-based interventions to the field: the fidelity challenge. J Public Health Manag Pract. 2013 Jan-Feb;19(1):1-3. doi: 10.1097/PHH.0b013e318249bc06.
PMID: 23169396BACKGROUNDLenhart, A., Kahne, J., Middaugh, E., Evans, C., & Vitek, J. (2008). Teens' gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet and American Life Project. Retrieved April 2, 2009. In.
BACKGROUNDLin ML, Huang JJ, Chuang HY, Tsai HM, Wang HH. Physical activities and influencing factors among public health nurses: a cross-sectional study. BMJ Open. 2018 Apr 20;8(4):e019959. doi: 10.1136/bmjopen-2017-019959.
PMID: 29678974BACKGROUNDRhodes RE, de Bruijn GJ. How big is the physical activity intention-behaviour gap? A meta-analysis using the action control framework. Br J Health Psychol. 2013 May;18(2):296-309. doi: 10.1111/bjhp.12032.
PMID: 23480428BACKGROUNDRosenberg D, Depp CA, Vahia IV, Reichstadt J, Palmer BW, Kerr J, Norman G, Jeste DV. Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. Am J Geriatr Psychiatry. 2010 Mar;18(3):221-6. doi: 10.1097/JGP.0b013e3181c534b5.
PMID: 20173423BACKGROUNDSmith BJ, Tang KC, Nutbeam D. WHO Health Promotion Glossary: new terms. Health Promot Int. 2006 Dec;21(4):340-5. doi: 10.1093/heapro/dal033. Epub 2006 Sep 7.
PMID: 16963461BACKGROUNDWebb TL, Sheeran P. Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. Psychol Bull. 2006 Mar;132(2):249-68. doi: 10.1037/0033-2909.132.2.249.
PMID: 16536643BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
August 2, 2023
First Posted
August 14, 2023
Study Start
September 5, 2023
Primary Completion
September 30, 2025
Study Completion
September 30, 2025
Last Updated
August 14, 2023
Record last verified: 2023-08
Data Sharing
- IPD Sharing
- Will not share