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Physical ActivityNCT05985460

A Very Brief Intervention to Increase the Intention to Practice Physical Activity

A study testing Intervention: motion-sensor video game in people with Physical Activity, run by The University of Hong Kong.

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 The sponsor has not verified this record for over two years, so it may be out of date.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

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). Read more about this study

Who is it for?
Ages 18 to 100 yearsHealthy volunteers can take part
Conditions the study is for
Physical Activity
What is being tested?
Intervention: motion-sensor video game
Type of treatment
Medical device
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
3,000 participants
Where
No sites listed yet
Study dates
5 Sep 2023to 30 Sep 2025
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 18 to 100 years
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Chinese speaking
  • Able to complete the questionnaire
  • Aged 18 or above

Who cannot join

  • People with serious health conditions that might prevent them from participating in sensor-motion video game and mobile game

Trial locations and contacts

No sites are listed yet.

Man Ping MP Wang, PhD contact

39176636

mpwang@hku.hk

Ka Lai KL Pang, Degree contact

39103122

aklpang@hku.hk

About this study

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.

Read the detailed description

Health promotion refers to the process through which individuals are empowered to enhance their control over their health and work towards its improvement (Smith, Tang, \& Nutbeam, 2006). The primary obstacles encountered in prior health promotion initiatives predominantly involve participant engagement and the allocation of adequate resources for execution (Korda, 2013). Owing to the rapid digital transformation in recent decades, digital games are becoming increasingly popular approaches for health promotion that could cover the above challenges.

Regular physical activity is proven to help prevent and manage noncommunicable diseases (NCDs) such as heart disease, stroke, diabetes and several cancers. It also helps prevent hypertension, maintain healthy body weight and can improve mental health, quality of life and well-being. Intention is such a strong psychological predictor of behaviour including PA, as a result, PA intention has been an important and useful precursor to PA participation.

Therefore, our study aims to explore the effectiveness of motion-sensoring game-based intervention in increasing intention to perform physical activity. The intervention is a kind of motion-sensoring game based on Nintendo Switch that can accommodate 1-4 individuals, engaging their entire bodies in the physical motions involved and will last 1-2 minutes each session. It is notable that our project apps, a kind of mobile game, will be a placebo that was developed to promote family well-being in Hong Kong, has been applied in previous community events and received high satisfaction and positive feedback from both community participants and NGO social workers. We hypothesize that the motion-sensoring would promote the intention on participating in PA, as well as self-perceived personal and family well-being.

The primary objective is to promote the intention to perform physical activity. The secondary objectives are to enhance the knowledge of PA and to enhance their personal and family well-being.

Being tested
Intervention: motion-sensor video game, Placebo: mobile APP game (without motion-sensoring)
Keywords
Family Well-being, Physical Activity, Health, Digital Game
Medical subject headings
Motor Activity

What participants receive

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

  • Intervention: motion-sensor video gameDevice

    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).

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

    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).

Study groups in NCT05985460
Study groupRoleWhat they receive
Intervention: motion-sensor video gameExperimentalThe 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).
Receives: Device: Intervention: motion-sensor video game
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).
Receives: Device: Placebo: mobile APP game (without motion-sensoring)

What is being measured

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

  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).

    Measured: Immediate post-intervention, 1-month follow up

Secondary outcomes (2)
  1. Satisfaction with the games • personal well-being and family well-being

    The question "Are you satisfied with this activity?" will be used to assess the satisfaction of participants after playing the two kinds of games and 1-month follow-up with a higher score (1-5) indicating higher satisfaction.

    Measured: Immediate post-intervention, 1-month follow up

  2. Personal well-being and family well-being

    Personal well-being was assessed immediately after playing games and 1-month follow-up using the question "How well-being do you think you are?" and answer using the 11-point scale (range 0-10), with higher scores indicating higher level of family well-being. (Appendix H1, H2) Family well-being was measured immediately after playing games and 1-month follow-up using family health, harmony, and happiness (3Hs): three separate questions asked, "How healthy/harmonious/happy do you think your family is?" and were answered using an 11-point scale ranging from 0 to 10, with higher scores indicating higher level of family well-being. (Appendix H1, H2)

    Measured: Immediate post-intervention, 1-month follow up

Timeline

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

  1. First posted14 Aug 2023
  2. Study start5 Sep 2023 (estimated)
  3. Primary completion30 Sep 2025 (estimated)
  4. Study completion30 Sep 2025 (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
Non-randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
3,000 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05985460
Sponsor's protocol ID
JCSFLP2
Status last verified
Aug 2023
First submitted
2 Aug 2023
Last updated
14 Aug 2023
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • 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.

    PubMed 25172024
  • 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.

  • 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.

    PubMed 20332536
  • 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.

    PubMed 31672105
  • 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.

  • 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.

    PubMed 23169396
  • 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.

  • 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.

    PubMed 29678974
  • 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.

    PubMed 23480428
  • 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.

    PubMed 20173423
  • 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.

    PubMed 16963461
  • 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.

    PubMed 16536643

Questions about this trial

What is this clinical trial studying?

A study testing Intervention: motion-sensor video game in people with Physical Activity, run by The University of Hong Kong.

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 3 inclusion and 1 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 14 Aug 2023. Status can change between updates, so confirm with the study contact before making plans.

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 Man Ping MP Wang, PhD (39176636, mpwang@hku.hk), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Intention to perform physical activity (time frame: Immediate post-intervention, 1-month follow up). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT05985460, which also lists 12 linked publications.

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 14 Aug 2023.

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Clinical Trial NCT05985460 | AzTrials