- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT03659604
Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback
A Clustered Randomized Controlled Trial to Compare the Effectiveness of and Engagement in a Mobile Exergame 'SmartLife' With Tailored Feedback
Study Overview
Status
Conditions
Detailed Description
The aim of this study is to investigate the effectiveness of the 'SmartLife' intervention with tailored feedback on sedentary behavior and physical activity among adolescents and to investigate the engagement in the exergame. One intervention group will receive a version of the exergame that tailors feedback. This means tailored feedback will be based on data from a sensor which is integrated in a T-shirt and paired to the game. The active control group will receive a different version of the game, that does not provide tailored feedback.
Both groups will be compared to investigate their level of engagement in the game. A passive control group will be included that will be asked to continue their daily routines as usual. All three groups will be compared to determine the effectiveness of the 'SmartLife' intervention on physical activity and sedentary behavior.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Ghent, Belgium, 9000
- Ghent University Hospital
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Between 12-18 years old
- Access to an Android smartphone (4.0.1) during study period
- No physical disabilities that hinder physical activity
Exclusion Criteria:
- Not Dutch-speaking
- Does not have access to an Android smartphone (4.0.1)
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
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Experimental: Experimental with tailored feedback
'SmartLife' with tailored feedback: School classes will receive the developed 'SmartLife' intervention with tailored feedback, that is based on data from a sensors that is integrated in a T-shirt.
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'SmartLife' game with tailored feedback: mobile exergame with tailored feedback.
Feedback will be based on accelerometer data from a sensor that is integrated in a T-shirt.
The sensor captures individually calibrated accelerometer data and is paired with the mobile exergame.
Depending on the physical activity intensity of the player, the game challenge and feedback adapts individually in real-time.
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|
Active Comparator: Active control without tailored feedback
'SmartLife' without tailored feedback: School classes will receive the developed 'SmartLife' intervention without tailored feedback.
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'SmartLife' without tailored feedback: mobile exergame without tailored feedback.
The mobile exergame will not be paired to any sensor.
The participant can play the mobile game, yet, will not receive any real-time feedback or adjustment in the game on physical activity intensity.
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Other: Passive control
School classes will not receive any intervention, thus no game.
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Passive control: School classes will be asked to continue their daily life as usual.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Change in objectively measured physical activity (PA)
Time Frame: Baseline, 4 weeks, 8 weeks
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Change in amount of total physical activity and moderate-to-vigorous physical activity, measured via accelerometers
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Baseline, 4 weeks, 8 weeks
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Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Change in objectively measured sedentary behavior (SB)
Time Frame: Baseline, 4 weeks, 8 weeks
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Change in amount of total sitting time, measured via accelerometers
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Baseline, 4 weeks, 8 weeks
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Change in subjectively measured Body Mass Index (BMI)
Time Frame: Baseline
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Change in BMI, measured via self-reported weight and height
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Baseline
|
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Change in determinants of PA
Time Frame: Baseline, 4 weeks, 8 weeks
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Change in attitude, parental support, friends' co-participation, perceived social norm, self-efficacy, perceived benefits, perceived barriers, measured by validated items (questionnaire)
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Baseline, 4 weeks, 8 weeks
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Change in determinants of SB
Time Frame: Baseline, 4 weeks, 8 weeks
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Change in attitude, self-efficacy, personal norm, social norm, social support of sedentary behavior (measured for the context of 1. TV viewing, game-play, and computer use), measured by validated items (questionnaire: correlates of context specific SB, Busschaert, 2015).
Items are measured on a 5-point Likert scale (strongly disagree=1 - strongly agree=5).
The average for each correlate will be calculated (meaning that sub scales for one correlate (e.g.
attitude) will be combined).
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Baseline, 4 weeks, 8 weeks
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Change in behavior of PA
Time Frame: Baseline, 4 weeks, 8 weeks
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Change in active transportation mode to school, measured by validated items (questionnaire: Flemish physical activity questionnaire, Verstaete et al., 2003), that measures the minutes engaged in different types of transportation to school.
An average score for each component (walking, cycling, active transportation, passive transportation) will be calculated.
Values will be indicated by minutes per day, whereby higher values will represent a better outcome, after reversing passive transportation.
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Baseline, 4 weeks, 8 weeks
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Differences in engagement
Time Frame: 4 weeks
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Differences in engagement between intervention group and active control group, measured by validated items (questionnaire: Kids Game Experience Questionnaire), that measures immersion, narrative, pos/neg.
affect, flow, absorption/involvement, transportation/immersion, challenge, tension/frustration.
A scale ranges from 0 to 4, whereby higher values represent a better outcome.
The average scores of the subscales represent each component, and a final averaged score for the GEQ questionnaire will be calcualted.
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4 weeks
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Differences in basic need satisfaction
Time Frame: 4 weeks
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Differences in basis need satisfaction between intervention group and active cotrol group, measured via 14 validated items (questionnaire)
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4 weeks
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Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Location of engaging in PA
Time Frame: Baseline, 4 weeks, 8 weeks
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Location of engaging in PA, measured by validated items (questionnaire)
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Baseline, 4 weeks, 8 weeks
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Differences usage of gameplay
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay minutes) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Differences usage of game sessions
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay sessions) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Differences usage of game in interaction with other players
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number of interactions with other players) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Differences usage of game in invested game resources
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number of invested game resources) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Differences usage of gameplay time
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (gameplay time: measured via 1-3, indicating morning, afternoon, evening) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Differences usage of gameplay location
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Differences in usage of game between intervention group and active controle group, measured via log data of the game (gameplay location, indicating 1-2; 1=inside/2=outside) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Usage of game physical activity
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Usage of game by intervention group, measured via log data of the game (average moderate to vigorous physical activity) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Usage of game sedentary behaviour
Time Frame: 1 week, 2 weeks, 3 weeks, 4 weeks
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Usage of game by intervention group, measured via log data of the game (sedentary behaviour) (log data)
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1 week, 2 weeks, 3 weeks, 4 weeks
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Collaborators and Investigators
Sponsor
Collaborators
Investigators
- Principal Investigator: Greet Cardon, Professor, University Ghent
- Principal Investigator: Ann DeSmet, Dr., University Ghent
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- 'SmartLife' exergame
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
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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