Skip to content

Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial

Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04593199
Enrollment
160
Registered
2020-10-19
Start date
2019-01-28
Completion date
2022-04-15
Last updated
2021-11-05

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

Conditions

Physical Activity

Keywords

Children, Mobile health, Gamification, Physical Activity

Brief summary

Increasing physical activity is critical for children's overall health. Smartphone apps using gamification has shown promise to increasing physical activity using game techniques. This study is a 4-week randomized controlled trial using a gamified smartphone app to determine acceptability and preliminary effectiveness to increase physical activity in children.

Interventions

BEHAVIORALGamified Smartphone App

The primary objective was to determine the acceptability and satisfaction of the Draco app among children. Secondary objective was to evaluate if the Draco app could improve physical activity levels (steps, and moderate-to-vigorous physical activity) and intrinsic motivation for physical activity in children. The gamified smartphone app, Draco, is a virtual pet simulator where you care for a pet by exercising, walking, and answering healthy lifestyle questions.

BEHAVIORALPhysical activity tracking app

Participants were asked to use the Fitbit app to track and sync their daily physical activity.

Sponsors

University of Victoria
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
8 Years to 14 Years
Healthy volunteers
Yes

Inclusion criteria

* Children aged 8-14 years old * Not meeting the recommended Canadian physical activity guidelines of 60min per day of moderate-to-vigorous physical activity * English-literate * Normal to corrected vision

Exclusion criteria

* Diagnosis or injury that prevents physical activity participation * No access to a smartphone or tablet

Design outcomes

Primary

MeasureTime frameDescription
User satisfaction with gamified smartphone app4 weeksUser satisfaction was measured using an adapted version of the short form Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Items pertained to the enjoyment, satisfaction of using the app and if the experience was unenjoyable. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.
Acceptability with gamified smartphone app4 weeksExit interviews were performed after the intervention period to determine satisfaction and acceptability. Questions related to their experience using the app, their physical activity behavior (before, during, and after the intervention period) and recommendations for app content

Secondary

MeasureTime frameDescription
Steps4 weeksSteps were collected using a Fitbit over the intervention period. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).
Physical activity minutes4 weeksMinutes of physical activity engaged in by the participants were collected using a Fitbit device worn by participants. The device is worn while the participant is engaging in physical activity. The intensity of exercise is calculated by heartrate. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).
Motivation for physical activity4 weeksMotivation for physical activity was measured using an adapted version of the Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Questions related to perceived competence to physical activity, perceived autonomy to physical activity and perceived relatedness to the app. The items addressed perceived competence, perceived autonomy, and relatedness. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.

Countries

Canada

Contacts

Primary ContactSam Liu, PhD
samliu@uvic.ca2507218392
Backup ContactSam Lapusniak, Masters
samlapusniak@uvic.ca2508094655

Outcome results

None listed

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