Comparing Game-Based Reward Systems to Support Children's Engagement:
Effect of Gamification-Based Incentive Schemes on Behavioral Adherence in Children
1 other identifier
interventional
160
0 countries
N/A
Brief Summary
This Randomized Control Trial evaluates the impact of different gamification-based incentive schemes (levels, streaks and their combination) on adherence to target behaviors in children. Participants are randomized into four groups with different types of motivational frameworks.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Mar 2026
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
Study Start
First participant enrolled
March 28, 2026
CompletedFirst Submitted
Initial submission to the registry
March 29, 2026
CompletedFirst Posted
Study publicly available on registry
April 3, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 1, 2027
ExpectedStudy Completion
Last participant's last visit for all outcomes
December 1, 2027
April 24, 2026
March 1, 2026
1.3 years
March 29, 2026
April 21, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Questionnaire adherence
Participants are rewarded for completing study questionnaires using a combination of points, streaks, and level-based bonuses to encourage adherence and long-term engagement. 1. Base Reward (Questionnaire Completion) Participants receive points for completing questionnaires. Example: 60% completion 2. Streak System Participants earn additional rewards for consecutive questionnaire completion (daily or scheduled). Streaks are designed to reinforce consistent participation and habit formation. Streak: 22 CZK 3. Level System Participants progress through levels based on accumulated activity (e.g., completed questionnaires). Each level unlock provides a financial reward: 1 level = 450 CZK 4\. Combined Model (Levels + Streaks) A hybrid incentive structure can be applied: Streak reward: 10 CZK per streak milestone Level reward: 250 CZK per level achieved
14 days
Study Arms (4)
Level-based
EXPERIMENTALParticipants receive financial rewards based on a points system, where completed target behaviors are converted into points. Accumulated points determine progression through predefined levels, which represent increasing achievement. Higher levels correspond to higher reward value.
Streak-Based
EXPERIMENTALParticipants receive financial rewards based on maintaining continuous engagement (streaks). Consecutive days of completing target behaviors unlock virtual equipment or items. Longer streaks result in more valuable rewards.
Combined Streak and level
EXPERIMENTALParticipants receive financial rewards based on a combination of levels, and streak-based mechanics. Target behaviors generate points contributing to level progression, while sustained engagement additionally unlocks streaks. This arm integrates both accumulation and consistency-based incentives.
Control
ACTIVE COMPARATORParticipants use the same mobile application with gamification features, but financial rewards are not linked to levels, or streaks. Rewards are provided only for completing questionnaires. The total potential reward value is equivalent across all arms.
Interventions
Participants use a mobile application with gamification elements. Daily completion of target behaviors maintains engagement streaks. Longer streaks unlock virtual items and higher-value financial rewards.
Participants use a mobile application that incorporates gamification elements. Completing target behaviors within the app earns points, which contribute to progression through predefined levels. Advancement to higher levels results in higher financial rewards.
Participants use a mobile application with gamification elements. Points earned from completing target behaviors contribute to level progression, while consecutive daily engagement unlocks streak-based rewards. Both mechanisms operate simultaneously to provide financial incentives for achievement and consistency.
Participants use a mobile application that includes gamification elements (e.g., points, levels, or streak indicators) as part of the user interface. However, these in-app gamification features are not financially incentivized. Monetary rewards are determined by questionnaire compliance.
Eligibility Criteria
You may qualify if:
- Children aged 9-12 years Regular smartphone use (at least 4 days per week) Has access to a smartphone throughout most of the day Brings a smartphone to school Owns a personal smartphone with a touchscreen Owns a smartphone with Android operating system (version 9 or higher) Has access to mobile internet on their device Is allowed to use a smartphone at school during breaks (e.g., lunch or longer breaks) for questionnaire completion and to wear a smartwatch Native Czech speaker
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Charles University, Czech Republiclead
- University of Hradec Hralovecollaborator
- Masaryk Universitycollaborator
- Palacky Universitycollaborator
MeSH Terms
Conditions
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 29, 2026
First Posted
April 3, 2026
Study Start
March 28, 2026
Primary Completion (Estimated)
July 1, 2027
Study Completion (Estimated)
December 1, 2027
Last Updated
April 24, 2026
Record last verified: 2026-03
Data Sharing
- IPD Sharing
- Will not share