Kids Obesity Prevention Program Part 2 (KOP-2)

April 11, 2022 updated by: University Hospital Tuebingen

Kids Obesity Prevention Program Part 2 (KOP-2)

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.

As children do not decide alone what they eat - but their parents - the involvement of parents in the intervention appears to be very important to reach a sustained effect.

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 and a reflexion exercise about leisure behaviour. The game consists of two sessions, having each a duration of about 35 minutes.

The aim of the KOP-1 study was to evaluate the game regarding its acceptance and efficacy in a cluster-randomized controlled trial in a primary school setting in children aged 9 to 12 years. The aim of the here presented KOP-2 study is to evaluate the game regarding its acceptance and efficacy in a randomized controlled trial in parents of primary school children aged 9 to 12 years receiving the KOP-1 intervention. Therefore, 4th grade pupils of the same school will be randomly allocated to an intervention and a control group. Both groups will play the game within two weeks, whereas the intervention group will take the game home on a tablet computer to play it with their parents in between session 1 and 2. At baseline, one day after session 2 and at four weeks follow-up, measurements will be performed in pupils and the parents of the intervention group. The primary outcomes of the study are the gain of knowledge (nutrition, psychosocial aspects) in parents and children, measured by a self-constructed questionnaires tailored specifically for the serious game. Secondary outcomes are the interaction of pupils and their parents for the intervention group, 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

Completed

Conditions

Intervention / Treatment

Study Type

Interventional

Enrollment (Actual)

46

Phase

  • Not Applicable

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

9 years to 12 years (CHILD)

Accepts Healthy Volunteers

Yes

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • all children which belong to the 4th graders of a primary school and their parents

Exclusion Criteria:

  • children and their parents with massive linguistic difficulties will be excluded (after study participation; due to ethical reasons we can not do this ahead)

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: PREVENTION
  • Allocation: RANDOMIZED
  • Interventional Model: PARALLEL
  • Masking: NONE

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
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). Additionally, the intervention group will take the game home on a tablet computer to play it with their parents in between session 1 and 2. The game equips the children and their parents with knowledge about the core areas nutrition, physical activity, and psychosocial factors.
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).
NO_INTERVENTION: Control
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. The parents are not involved.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Time Frame
Knowledge of the parents about nutrition and psychosocial aspects by a self-developed questionnaire specific for the serious game
Time Frame: Change between baseline and intervention end, on average 4 weeks after baseline measurement
Change between baseline and intervention end, on average 4 weeks after baseline measurement
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 intervention end, on average 4 weeks after baseline measurement
Change between baseline and intervention end, on average 4 weeks after baseline measurement

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Interaction of pupils and their parents for the intervention group by a self-developed questionnaire tailored for this study
Time Frame: At the end of intervention, on average 4 weeks after baseline measurement (intervention group only)
At the end of intervention, on average 4 weeks after baseline measurement (intervention group only)
Acceptance of the serious game by the parents using a self-developed questionnaire specific for the serious game
Time Frame: At the end of intervention, on average 4 weeks after baseline measurement (intervention group only)
At the end of intervention, on average 4 weeks after baseline measurement (intervention group only)
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
Parents and children are independently asked to report the food frequencies for key foods in order to calculate the Ernährungsmuster index
Change between baseline and four weeks follow-up
Food frequency of specific foods which are addressed in the serious game
Time Frame: Change between baseline and four weeks follow-up
Parents and children are independently asked to report the food frequencies of specific foods
Change between baseline and four weeks follow-up
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
Parents and children are independently asked to fill in the questionnaire
Change between baseline and four weeks follow-up
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 end of intervention, on average 4 weeks after baseline measurement
Change between baseline and end of intervention, on average 4 weeks after baseline measurement

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Stephan Zipfel, Prof., University Hospital Tuebingen, Tuebingen, Germany

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (ACTUAL)

November 24, 2016

Primary Completion (ACTUAL)

February 17, 2017

Study Completion (ACTUAL)

July 20, 2017

Study Registration Dates

First Submitted

October 19, 2016

First Submitted That Met QC Criteria

October 21, 2016

First Posted (ESTIMATE)

October 24, 2016

Study Record Updates

Last Update Posted (ACTUAL)

April 18, 2022

Last Update Submitted That Met QC Criteria

April 11, 2022

Last Verified

October 1, 2016

More Information

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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