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Social Health Games: The Use of Online Games to Decrease Loneliness in Older Adults

Social Health Games: a Gamified Intervention to Decrease Loneliness in Older Adults - a Randomized Controlled Trial

Status
Terminated
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04733898
Enrollment
76
Registered
2021-02-02
Start date
2021-04-01
Completion date
2022-03-28
Last updated
2023-03-31

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

Conditions

Loneliness

Keywords

Social network, Digital technology, Social games

Brief summary

This study examines whether social platform games are effective in expanding the social network and decreasing the experienced levels of loneliness in older adults. The newly developed social games will be compared to non-personal games and not playing games.

Detailed description

Rationale: loneliness and social isolation are an increasing problem in older adults with the aging of society. One option to foster social contact is through online games, which allow social interaction at a distance. Objective: to investigate whether playing social online games has a beneficial effect on subjective loneliness and social network in older adults, compared with playing non-personal games and not playing games. Study design: 3-arm randomized controlled trial. Study population: A sample of 300 human volunteers aged 65 and over, who have access to a smartphone and an internet connection. The sample will be evenly distributed across the three groups. Everybody else is allowed to use the gaming portal; they will form the pool of people that the participants can play with. This pool will be tracked within the gaming portal and posed some questions regarding their fellow players and their experiences loneliness. People aged under 16 can play but will not be tracked. Intervention (if applicable): Three groups: (I) Intervention group, who will be given access to an app with the social games, and are encouraged to use this app as much as possible, (II) active control group, who will be given access to an app with non-personal games, and are encouraged to use this app as much as possible, (III) passive control group, who will be given access to an app with no games. The platform has a chatbot designed to take the questionnaires. Comparison between groups (I+II) and (III) will show whether playing games has an effect on loneliness/social network. Comparison between groups (I) and (II) will show whether the social aspect of games has additional benefits over solo-games on loneliness/social network. Main study parameters/endpoints: Primary outcome: change in perceived loneliness over time; secondary outcomes: change in (I) social network composition and (II) health-related outcomes over time. All acquired via chatbot questionnaires. Nature and extent of the burden and risks associated with participation, benefit and group relatedness: the participants will have to download and install the app. Participants in the social games group will be invited to play games with people from their own network and may plan as often as they want with whom they want, but are encouraged to play at least twice a week. Participants in the non-personal games group will be invited to play games as often as they want but are encouraged to play at least twice a week. All participants are asked to complete questionnaires. In-app questionnaires will be administered monthly: the complete set of questionnaires at baseline, after 6 months, and after 12 months (duration 1.5 hours), and the loneliness questionnaire monthly (duration 10 minutes) Since the questionnaires contain questions on loneliness and mental wellbeing, some might be perceived as sensitive.

Interventions

OTHERSamenSpelen.app

An app designed to play simple, social games in a chat environment. These games are designed to elicit personal interaction.

OTHERFijnSpelen.app

An app designed to play simple, social games in a chat environment. These games are designed to not elicit personal interaction.

Sponsors

Netherlands Organisation for Scientific Research
CollaboratorOTHER_GOV
Radboud University Medical Center
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Investigator)

Masking description

The investigator analyzing data will be blind to the group coding and the personal information. Only anonymized data will be available to them.

Intervention model description

Three different groups will start simultaneously, with each participant in one and only one condition.

Eligibility

Sex/Gender
ALL
Age
65 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Being 65 years or older * Have access to a smartphone with an internet connection

Exclusion criteria

* Visual or cognitive impairments that limit independent use of a mobile phone * Not being fluent in the Dutch language

Design outcomes

Primary

MeasureTime frameDescription
Loneliness indirectThree monthsThe change in indirectly measured loneliness (De Jong Gierveld loneliness scale (range 1-11, higher indicating more loneliness)) over three months between the three groups
Loneliness directThree monthsThe change in directly measured loneliness (Likert scale (range 1-5, higher indicating more loneliness) over three months between the three groups

Secondary

MeasureTime frameDescription
Loneliness time seriesTwelve monthsThe temporal variability in indirectly measured loneliness (De Jong Gierveld loneliness scale (range 1-11, higher indicating more loneliness)) over twelve months
WellbeingTwelve monthsThe change in wellbeing (SPF-IL) between the groups over twelve months
Social network compositionTwelve monthsThe change in social network composition (NESTOR-LSN) between the groups over twelve months

Other

MeasureTime frameDescription
Gaming behaviour and social interactionsTwelve monthsData on the games participants play (retrieved from the backend game data), when and with whom they play them (retrieved from questionnaires assessed after games have been played. Questions on relationship type and intensity have been adapted from the NESTOR-LSN questionnaire.)

Countries

Netherlands

Outcome results

None listed

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