Kids Obesity Prevention Program - Study (KOP) (KOP)
Kids Obesity Prevention Program - Study (KOP). A Serious Game to Address Barriers to Prevention and Treatment of Obesity in Primary School Children
Obesity and its associated comorbidities are becoming a key and rapidly growing public health problem. The cause of obesity is an imbalance between energy intake and energy expenditure in favor of the former. Childhood and adolescence are seen as critical time for its development. It is therefore crucial to provide both prevention and treatment actions already during childhood. The prevention and treatment weight-management programs in children focus on improving diet, eating behaviours, psychosocial aspects and increasing physical activity. One important basic requirement for any weight-management program is, that both children and their families are motivated and ready for change. Video games, including exergames, serious games or combined approaches offer additional chances in the treatment and prevention of obesity by approaching children in their environment and motivating them to deal with life-style topics.
The investigators developed a motion-controlled serious game for children aged between 9 and 12 years, addressing all the three core areas nutrition, physical activity, and psychosocial factors. In addition to the motion control, a tablet is used for knowledge-based and cognitive tasks. In comparison to other studies the nutrition part not only deals with the food pyramid but also with the energy density of foods and liquids and offers a self-reflexive diagnostic tool to analyse daily food intake. Moreover, psychological aspects, especially stress and stress-coping strategies are addressed e.g. by relaxation-exercises. The game consists of two sessions, having each a duration of about 35 minutes.
The aim of this study is to evaluate the program in a cluster-randomized controlled trial in a primary school setting in children aged 9 to 12 years. Therefore, six 4th grade classes of the same school will be randomly allocated to an intervention and a control group. The intervention group will play the game within two weeks, whereas the control group will receive basic information. At baseline, two weeks after baseline and at four weeks follow-up, measurements will be performed. The primary outcome of the study is the gain of knowledge (nutrition, psychosocial aspects) measured by a self-constructed questionnaires tailored specifically for the serious game. Secondary outcomes are the acceptance of the game, changes of nutrition behaviour, physical activity and intentions of the children to follow a healthy lifestyle, measured by mostly validated questionnaires.
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Anticipated)
Enrollment
Phase
Phase
- Not Applicable
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- all children which belong to the 4th graders of a primary school
Exclusion Criteria:
- children with massive linguistic difficulties will be excluded (after study participation; due to ethical reasons we can not do this ahead)
Study Plan
How is the study designed?
Design Details
- Primary Purpose: PREVENTION
- Allocation: RANDOMIZED
- Interventional Model: PARALLEL
- Masking: NONE
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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EXPERIMENTAL: Intervention
Children in a primary school, aged between 9 and 12 years, play the serious game (two sessions, duration of each session 35 minutes, within two weeks).
The game equips the children with knowledge about the core areas nutrition, physical activity, and psychosocial factors.
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The serious game transfers knowledge about nutrition (food pyramid, energy density of foods, which foods contribute to satiety and which not, energy in liquids, self-reflexive diagnostic tool to analyze daily food intake), physical activity (a motion-control to navigate through the game is partly used, relationship between energy expenditure and energy intake) and psychological aspects (relaxation-exercises, what is stress, stress-coping strategies).
|
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NO_INTERVENTION: Control
Children in the same primary school, aged between 9 and 12 years do receive basic information during the study phase.
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Time Frame |
|---|---|
|
Knowledge of the children about nutrition and psychosocial aspects by a self-developed questionnaire specific for the serious game
Time Frame: Change between baseline and two weeks after the baseline measurement
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Change between baseline and two weeks after the baseline measurement
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Nutrition Score (Ernährungsmusterindex) by Kleiser et al., 2007 used in the KIGGS cohort (Studie zur Gesundheit von Kindern und Jugendlichen in Deutschland)
Time Frame: Change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
|
Parents and children are independently asked to report the food frequencies for key foods in order to calculate the Ernährungsmuster index
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Change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
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Food frequency of specific foods which are addressed in the serious game
Time Frame: Change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
|
Parents and children are independently asked to report the food frequencies of specific foods
|
Change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
|
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Physical activity using a validated questionnaire filled in by the children and also the parents
Time Frame: change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
|
Parents and children are independently asked to fill in the questionnaire
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change between baseline and four weeks follow-up (on average 6 weeks after baseline measurement))
|
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Intentions of children to stick to a healthy lifestyle by using a tailored questionnaire specific for the contents of the serious game
Time Frame: Change between baseline, and two weeks after baseline measurement, and four weeks follow-up
|
Change between baseline, and two weeks after baseline measurement, and four weeks follow-up
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|
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Acceptance of the serious game by the children using a self-developed questionnaire specific for the serious game
Time Frame: At baseline and directly after the end of the second session of the game (on average two weeks after baseline measurement)
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At baseline and directly after the end of the second session of the game (on average two weeks after baseline measurement)
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Collaborators and Investigators
Sponsor
Sponsor
Collaborators
Collaborators
Investigators
Investigators
- Principal Investigator: Stephan Zipfel, Prof. Dr., University Hospital Tuebingen, Germany
Publications and helpful links
Helpful Links
Study record dates
Study Major Dates
Study Start
Study Start
Primary Completion (ACTUAL)
Primary Completion
Study Completion (ACTUAL)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (ESTIMATE)
First Posted
Study Record Updates
Last Update Posted (ESTIMATE)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Keywords
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- KOP_1
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