NCT07509489

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

65
Monitor

Trial Health Score

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

Enrollment
160

participants targeted

Target at P75+ for not_applicable

Timeline
19mo left

Started Mar 2026

Status
not yet recruiting

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 Progress7%
Mar 2026Dec 2027

Study Start

First participant enrolled

March 28, 2026

Completed
1 day until next milestone

First Submitted

Initial submission to the registry

March 29, 2026

Completed
5 days until next milestone

First Posted

Study publicly available on registry

April 3, 2026

Completed
1.2 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2027

Expected
5 months until next milestone

Study Completion

Last participant's last visit for all outcomes

December 1, 2027

Last Updated

April 24, 2026

Status Verified

March 1, 2026

Enrollment Period

1.3 years

First QC Date

March 29, 2026

Last Update Submit

April 21, 2026

Conditions

Keywords

incentivefinancialbehaviour

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

EXPERIMENTAL

Participants 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.

Behavioral: Level-based

Streak-Based

EXPERIMENTAL

Participants 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.

Behavioral: Streak-based

Combined Streak and level

EXPERIMENTAL

Participants 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.

Behavioral: Combined: level and streak

Control

ACTIVE COMPARATOR

Participants 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.

Behavioral: Control

Interventions

Streak-basedBEHAVIORAL

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.

Streak-Based
Level-basedBEHAVIORAL

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.

Level-based

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.

Combined Streak and level
ControlBEHAVIORAL

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.

Control

Eligibility Criteria

Age9 Years - 12 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

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

MeSH Terms

Conditions

Behavior

Central Study Contacts

Andrea Duchonova, Mgr

CONTACT

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