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A Digital Game on Promoting Family Well-being

SMART Family-Link Project: A Digital Game on Promoting Family Well-being

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04550065
Enrollment
100
Registered
2020-09-16
Start date
2020-09-01
Completion date
2022-12-31
Last updated
2021-12-09

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

Conditions

Family

Keywords

Family well-being, Family communication

Brief summary

Advances in information communication technologies (ICT) allow for ICT-assisted health promotion to become more common. Integrating ICT in health promotion has been suggested to offer many advantages compared to traditional approaches to promote family well-being. Research has also shown the positive effects of game-based approaches in enhancing health promotion interventions, especially with children. We will develop and assess a digital family game with theme-based mini-games to enhance family communication and well-being.

Detailed description

With growing emphasis on the development and maintenance of healthy lifestyles, the family role has increasing importance. A family-based health promotion strategy can be instrumental in helping disseminate and reinforce knowledge and behaviours on family well-being and better equip families to protect themselves and promote family well-being amidst the pandemic. This study aims to use a game-based approach to enhance knowledge and behaviours on family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide preliminary evidence of the feasibility and effectiveness of such an approach in a family-based context. It would also guide the direction for future health education and awareness trials and related projects and campaigns for health promotion efforts and to help improve family well-being in the Hong Kong community and elsewhere.

Interventions

BEHAVIORALDigital game

A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)

Sponsors

The University of Hong Kong
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 100 Years
Healthy volunteers
Yes

Inclusion criteria

* Chinese-speaking; * Individuals aged 18 years and above; * Able to understand and play the game.

Exclusion criteria

* Individuals who cannot meet the inclusion criteria.

Design outcomes

Primary

MeasureTime frameDescription
Perceived improved family well-beingBaseline and one monthChange assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness).

Secondary

MeasureTime frameDescription
Perceived improved family communicationBaseline and one monthChange assessed by a one-item family communication scale (score from 0 to 10, higher scores indicate better family communication).
Perceived improved family healthBaseline and one monthChange assessed by a one-item family health scale (score from 0 to 10, higher scores indicate better family health).
Family well-being knowledge and behaviorsBaseline and one monthChange assessed by outcome-based questions (scores from 0 to 10, higher scores indicate better knowledge and behaviors)
Practice of sharing family well-being knowledgeOne monthAssessed by outcome-based questions with categorical choices

Countries

Hong Kong

Contacts

Primary ContactAgnes Y Lai, PhD
agneslai@hku.hk39176779
Backup ContactTai-hing Lam, MD
hrmrlth@hku.hk39179287

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 6, 2026