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The Effect of Gamification on Dietary Behavior Change Among Health-Indifferent College Students: A Randomized Controlled Trial

The Effect of Gamification on Dietary Behavior Change Among Health-Indifferent College Students: A Randomized Controlled Trial - The Effect of Gamification on Dietary Behavior Change Among Health-Indifferent College Students: A Randomized Controlled Trial

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000060458
Enrollment
40
Registered
2026-04-01
Start date
2026-04-01
Completion date
Unknown
Last updated
2026-09-14

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

College students who are indifferent to eating habits

Interventions

Use a smartphone application with gamification features to self-manage meals and step counts. Do not use smartphone apps for self-management.

Sponsors

Niigata University of Health and Welfare
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: Individuals in the precontemplation stage of behavior change Individuals who do not routinely use meal or health management apps Individuals who routinely use a smartphone (iPhone iOS 15.0 or later, or Android 11.0 or later)

Exclusion criteria

Exclusion criteria: Individuals receiving nutritional dietary guidance from physicians or registered dietitians are excluded.

Design outcomes

Primary

MeasureTime frame
Stages of Dietary Behavior Change

Secondary

MeasureTime frame
Stages of Behavioral Change in Self-Reported Data, Number of records.

Countries

Japan

Contacts

Public ContactHiroyasu Mori

Niigata University of Health and Welfare Department of Health and Nutrition, Faculty of Health Sciences

hiroyasu-mori@nuhw.ac.jp0252574006

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Sep 19, 2026