NCT05985460

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

35
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
3,000

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Sep 2023

Typical duration for not_applicable

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

First Submitted

Initial submission to the registry

August 2, 2023

Completed
12 days until next milestone

First Posted

Study publicly available on registry

August 14, 2023

Completed
22 days until next milestone

Study Start

First participant enrolled

September 5, 2023

Completed
2.1 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 30, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

September 30, 2025

Completed
Last Updated

August 14, 2023

Status Verified

August 1, 2023

Enrollment Period

2.1 years

First QC Date

August 2, 2023

Last Update Submit

August 2, 2023

Conditions

Keywords

Family Well-beingPhysical ActivityHealthDigital Game

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

EXPERIMENTAL

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).

Device: Intervention: motion-sensor video game

Placebo: mobile APP game (without motion-sensoring)

PLACEBO COMPARATOR

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).

Device: Placebo: mobile APP game (without motion-sensoring)

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).

Intervention: motion-sensor video game

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).

Placebo: mobile APP game (without motion-sensoring)

Eligibility Criteria

Age18 Years - 100 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

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: 25172024BACKGROUND
  • Etheridge, 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.

    BACKGROUND
  • Foley 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: 20332536BACKGROUND
  • Halbrook 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: 31672105BACKGROUND
  • Kagee, 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.

    BACKGROUND
  • Korda 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: 23169396BACKGROUND
  • Lenhart, 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.

    BACKGROUND
  • Lin 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: 29678974BACKGROUND
  • Rhodes 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: 23480428BACKGROUND
  • Rosenberg 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: 20173423BACKGROUND
  • Smith 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: 16963461BACKGROUND
  • Webb 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

Motor Activity

Condition Hierarchy (Ancestors)

Behavior

Central Study Contacts

Man Ping MP Wang, PhD

CONTACT

Ka Lai KL Pang, Degree

CONTACT

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