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Physical ActivityNCT04593199

Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial

A study testing Gamified Smartphone App and Physical activity tracking app in people with Physical Activity, run by University of Victoria at 1 site in Canada.

Unknown status

Status not confirmed. The sponsor has not verified this record for over two years, so it may be out of date.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 8 to 14 yearsHealthy volunteers can take part
Conditions the study is for
Physical Activity
What is being tested?
Gamified Smartphone App and Physical activity tracking app
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
160 participants
Where
1 siteCanada
Study dates
28 Jan 2019to 15 Apr 2022
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 8 to 14 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • 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

Who cannot join

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

Trial locations and contacts

1 site in 1 country.

Sam Liu, PhD contact

2507218392

samliu@uvic.ca

Sam Lapusniak, Masters contact

2508094655

samlapusniak@uvic.ca

Canada1 site, 1 recruiting
  • University of Victoria

    Victoria, British Columbia, V8W2Y2

    Sam Liu, PhD, 250-721-8392, samliu@uvic.ca

    Recruiting

Other trials in Canada

About this study

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.

Being tested
Gamified Smartphone App, Physical activity tracking app
Keywords
Children, Mobile health, Gamification, Physical Activity
Medical subject headings
Motor Activity

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamified Smartphone AppBehavioural

    Also called Draco app

    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.

  • Physical activity tracking appBehavioural

    Also called Fitbit app

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

Study groups in NCT04593199
Study groupRoleWhat they receive
Physical Activity Tracking App OnlySham comparatorOver a four week period, participants were asked to use the Fitbit app to track their daily physical activity.
Receives: Behavioral: Physical activity tracking app
Physical Activity Tracking + Gamified Smartphone AppActive comparatorOver 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.
Receives: Behavioral: Gamified Smartphone App

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. 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.

    Measured: 4 weeks

  2. 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

    Measured: 4 weeks

Secondary outcomes (3)
  1. Steps

    Steps were collected using a Fitbit over the intervention period. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).

    Measured: 4 weeks

  2. Physical activity minutes

    Minutes of physical activity engaged in by the participants were collected using a Fitbit device worn by participants. The device is worn while the participant is engaging in physical activity. The intensity of exercise is calculated by heartrate. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).

    Measured: 4 weeks

  3. Motivation for physical activity

    Motivation for physical activity was measured using an adapted version of the Intrinsic Motivation Inventory used by Ahn, Johnsen \& Ball, 2019. Questions related to perceived competence to physical activity, perceived autonomy to physical activity and perceived relatedness to the app. The items addressed perceived competence, perceived autonomy, and relatedness. 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.

    Measured: 4 weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted19 Oct 2020
  2. Study start28 Jan 2019
  3. Primary completion1 Mar 2022 (estimated)
  4. Study completion15 Apr 2022 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
160 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04593199
Sponsor's protocol ID
UVic181243
Status last verified
Oct 2021
First submitted
13 Oct 2020
Last updated
5 Nov 2021
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Gamified Smartphone App and Physical activity tracking app in people with Physical Activity, run by University of Victoria at 1 site in Canada.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: status not confirmed, as of the sponsor's last update on 5 Nov 2021. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Canada. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Results are not available in the source record.

How can a doctor refer a patient or contact the research team?

Contact Sam Liu, PhD (2507218392, samliu@uvic.ca), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

User satisfaction with gamified smartphone app (time frame: 4 weeks). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Nov 2021.

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