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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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03659604
Enrollment
240
Registered
2018-09-06
Start date
2018-09-01
Completion date
2019-04-30
Last updated
2021-11-30

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

Conditions

Health Behavior, Physical Activity

Keywords

physical activity, sedentary behavior, serious game, exergame, behaviour change techniques, tailored feedback

Brief summary

The aim of this study is to investigate the effectiveness of the 'SmartLife' intervention on reducing sedentary behavior and increasing physical activity among adolescents and to investigate the engagement in the exergame. This will be compared in three groups: an intervention group that will receive a tailored exergame; an active control condition that will receive a non-tailored exergame; and a passive control condition that receives no intervention.

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.

Interventions

BEHAVIORAL'SmartLife' with tailored feedback

'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.

BEHAVIORAL'SmartLife' without tailored feedback

'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.

BEHAVIORALNo game

Passive control: School classes will be asked to continue their daily life as usual.

Sponsors

European Commission
CollaboratorOTHER
University Ghent
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Intervention model description

Clustered randomized controlled trial/parallel assignment Different school classes will be allocated to one of the three groups: 1) intervention group with a game based on tailored feedback, 2) active control group with a game not using tailored feedback, 3) passive control group (waiting list group).

Eligibility

Sex/Gender
ALL
Age
12 Years to 18 Years
Healthy volunteers
Yes

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)

Design outcomes

Primary

MeasureTime frameDescription
Change in objectively measured physical activity (PA)Baseline, 4 weeks, 8 weeksChange in amount of total physical activity and moderate-to-vigorous physical activity, measured via accelerometers

Secondary

MeasureTime frameDescription
Change in subjectively measured Body Mass Index (BMI)BaselineChange in BMI, measured via self-reported weight and height
Change in determinants of PABaseline, 4 weeks, 8 weeksChange in attitude, parental support, friends' co-participation, perceived social norm, self-efficacy, perceived benefits, perceived barriers, measured by validated items (questionnaire)
Change in determinants of SBBaseline, 4 weeks, 8 weeksChange 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).
Change in objectively measured sedentary behavior (SB)Baseline, 4 weeks, 8 weeksChange in amount of total sitting time, measured via accelerometers
Differences in engagement4 weeksDifferences 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.
Differences in basic need satisfaction4 weeksDifferences in basis need satisfaction between intervention group and active cotrol group, measured via 14 validated items (questionnaire)
Change in behavior of PABaseline, 4 weeks, 8 weeksChange 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.

Other

MeasureTime frameDescription
Location of engaging in PABaseline, 4 weeks, 8 weeksLocation of engaging in PA, measured by validated items (questionnaire)
Usage of game sedentary behaviour1 week, 2 weeks, 3 weeks, 4 weeksUsage of game by intervention group, measured via log data of the game (sedentary behaviour) (log data)
Differences usage of gameplay1 week, 2 weeks, 3 weeks, 4 weeksDifferences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay minutes) (log data)
Differences usage of game sessions1 week, 2 weeks, 3 weeks, 4 weeksDifferences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay sessions) (log data)
Differences usage of game in interaction with other players1 week, 2 weeks, 3 weeks, 4 weeksDifferences 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)
Differences usage of game in invested game resources1 week, 2 weeks, 3 weeks, 4 weeksDifferences 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)
Differences usage of gameplay time1 week, 2 weeks, 3 weeks, 4 weeksDifferences 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)
Differences usage of gameplay location1 week, 2 weeks, 3 weeks, 4 weeksDifferences 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)
Usage of game physical activity1 week, 2 weeks, 3 weeks, 4 weeksUsage of game by intervention group, measured via log data of the game (average moderate to vigorous physical activity) (log data)

Countries

Belgium

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026