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A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth With Psychiatric Diagnoses

GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth With Psychiatric Diagnoses

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05505578
Acronym
GamerFit
Enrollment
62
Registered
2022-08-17
Start date
2023-01-19
Completion date
2024-03-12
Last updated
2025-05-01

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

Conditions

Psychiatric Diagnosis

Brief summary

The goal of GamerFit is to test the delivery of a theory-based mHealth app that utilizes social support, exergaming, and telehealth coaching to improve PA levels, sleep, and psychiatric symptoms among youth participants (ages 13-17 y) with PD. In order to aid future intervention optimization, up to 65 participants with at least one PD will be randomized, with 30-35 using the GamerFit app with weekly telehealth coaching sessions and 30-35 using a commercial healthy habits app as a comparator group

Interventions

BEHAVIORALGamerFit Condition

Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.

Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.

Sponsors

National Institutes of Health (NIH)
CollaboratorNIH
Merrimack College
CollaboratorOTHER
Pennington Biomedical Research Center
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
13 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

* 13-17 years of age (child/participant) * At least one PD diagnosis (excluding eating disorders) confirmed by parent report of physician diagnosis (child/participant) * IQ≥85/no intellectual disability that precludes participation confirmed by parent report (child/participant) * Can understand verbal English-language exergaming instructions (child/participant) * Physically capable of exercise confirmed by parent report (child/participant) * Has access to a smart phone or compatible tablet (child/participant) * Willing to download and use the app (child/participant) * Willing and able to be present during telehealth coaching sessions (parent) * Can have a competent translator present during coaching sessions if not fluent in English (parent)

Exclusion criteria

\- Families for whom the mPIs think the study and/or intervention is clinically/medically inappropriate (e.g. developmental delay, or emotional or cognitive difficulties, if the PI believes these factors will interfere with study/intervention participation)

Design outcomes

Primary

MeasureTime frameDescription
Feasibility of the App12 weeksPercentage of live coaching sessions attended (i.e. average of the number of coaching sessions attended divided by total number of coaching sessions expected). Because this is a percentage of visits, standard deviations/standard errors are not provided. This data are measured within the group as a whole and not by participants individually.

Secondary

MeasureTime frameDescription
Physical Activity12 weeksChange in average minutes of daily physical activity from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).
Sleep12 weeksChange in average minutes of daily sleep from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).

Countries

United States

Participant flow

Participants by arm

ArmCount
GamerFit Condition
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
31
Comparator Condition
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
31
Total62

Baseline characteristics

CharacteristicGamerFit ConditionComparator ConditionTotal
Age, Categorical
<=18 years
31 Participants31 Participants62 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
5 Participants3 Participants8 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
26 Participants28 Participants54 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
2 Participants3 Participants5 Participants
Race (NIH/OMB)
More than one race
3 Participants3 Participants6 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants1 Participants2 Participants
Race (NIH/OMB)
White
25 Participants24 Participants49 Participants
Sex: Female, Male
Female
8 Participants7 Participants15 Participants
Sex: Female, Male
Male
23 Participants24 Participants47 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 310 / 31
other
Total, other adverse events
0 / 310 / 31
serious
Total, serious adverse events
0 / 310 / 31

Outcome results

Primary

Feasibility of the App

Percentage of live coaching sessions attended (i.e. average of the number of coaching sessions attended divided by total number of coaching sessions expected). Because this is a percentage of visits, standard deviations/standard errors are not provided. This data are measured within the group as a whole and not by participants individually.

Time frame: 12 weeks

Population: Participants randomized to the GamerFit group only received weekly telehealth sessions.

ArmMeasureValue (NUMBER)
GamerFit ConditionFeasibility of the App88 percentage of visits completed
Secondary

Physical Activity

Change in average minutes of daily physical activity from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).

Time frame: 12 weeks

ArmMeasureValue (MEAN)Dispersion
GamerFit ConditionPhysical Activity20.12 minutes per dayStandard Deviation 16.42
Comparator ConditionPhysical Activity4.17 minutes per dayStandard Deviation 18.63
Secondary

Sleep

Change in average minutes of daily sleep from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).

Time frame: 12 weeks

ArmMeasureValue (MEAN)Dispersion
GamerFit ConditionSleep-6.5 minutes per dayStandard Deviation 19.1
Comparator ConditionSleep19.6 minutes per dayStandard Deviation 21.4

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