Avatar-based Social Physical Activity (ASPA)
A Virtual Home Intervention to Promote Physical Activity Among Youth With Type 1 Diabetes Part 2
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Estimated)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Contact
Study Contact
- Name: Garrett Ash, PhD
- Phone Number: 2034443079
- Email: garrett.ash@yale.edu
Study Locations
-
-
Connecticut
-
New Haven, Connecticut, United States, 06511
- Yale Children's Diabetes Program
-
-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Age of 14-17 years
- Diagnosis of type 1 diabetes or other absolute insulin deficiency diabetes for ≥6 months
- Moderate-to-vigorous physical activity less than half of recommended levels (defined as ≤3 days per week achieving ≥60min daily MVPA)
- English literacy
- Home Broadband wireless Internet (≥25 mbps downloads, ≥3 mbps uploads on google Internet speed test). This is used in ~98% of US households.
- Willing to use continuous glucose monitor for the duration of participation in the trial.
- Willing to use a computer or smartphone with web camera.
- Under regular care by a healthcare provider (defined as attending at least one appointment in the past year, plus access to verified 24hr phone number to reach the provider's team for insulin dose adjustments if assistance is needed)
Exclusion Criteria:
- A condition or disability besides type 1 diabetes that would preclude participation in group moderate-to-vigorous physical activity (e.g., cerebral palsy, current pregnancy)
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Supportive Care
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Avatar-based Social Physical Activity
Group classes with virtual reality exercise games, talking, acting, and painting activities
|
Exercise, group discussions, role-playing skits, and group painting done in a virtual setting.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Engagement
Time Frame: 4 weeks
|
Number of classes attended
|
4 weeks
|
|
Satisfaction
Time Frame: 4 weeks
|
Score on a satisfaction survey that has been custom-designed for the components of this program.
Scores range from 0 to 4. A higher score indicates greater satisfaction with the program.
|
4 weeks
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Perceived cohesion
Time Frame: 4 weeks
|
Score on perceived cohesion scale (reference 1).
Scores range from 0 to 6.
A higher score indicates greater cohesion the participant felt among the group.
|
4 weeks
|
|
Motivation for exergame play
Time Frame: 4 weeks
|
Score on motivation for exergame play inventory (reference 2).
Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame.
|
4 weeks
|
|
Multimodal presence
Time Frame: 4 weeks
|
Score on multimodal presence scale (reference 3).
Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world.
|
4 weeks
|
|
System usability
Time Frame: 4 weeks
|
Score on system usability scale (reference 4).
Scores range from 0 to 4. A higher score indicates the system was more feasible to use.
|
4 weeks
|
Collaborators and Investigators
Sponsor
Sponsor
Collaborators
Collaborators
Publications and helpful links
General Publications
- Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in industry, 189(194), 4-7.
- Chin WW, Salisbury WD, Pearson AW, Stollak MJ. Perceived cohesion in small groups: Adapting and testing the perceived cohesion scale in a small-group setting. Small Group Research. 1999;30(6):751-766.
- Staiano, AE, Adams, MA, & Norman, GJ (2019). Motivation for Exergame Play Inventory: Construct validity and relationship to game play. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 13(3), article 7.
- Makransky, G., Lilleholt, L., & Aaby, A. (2017). Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach. Computers in Human Behavior, 72, 276-285.
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Estimated)
Primary Completion
Study Completion (Estimated)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
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
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 2000033736
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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