Family-centered Care, Family Research
Conditions
Keywords
Gamification, Family well-being
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 conduct an online survey to assess the use of games and gamification for health promotion, as well as a family-based randomized controlled trial to promote healthy living.
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 beyond the COVID-19 pandemic. Additionally, the pandemic led to increased sedentary behavior and unhealthy eating. New, innovative health promotion strategies and approaches to increase physical activity and healthy diet and enhance well-being are needed. This study aims to investigate and use a game-based approach to enhance knowledge and behaviours on healthy living and family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide 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
The intervention includes three parts: quiz questions on knowledge on and benefits of exercise; monitored step count using smartphone tracker; whatsapp reminders on the benefits of exercise.
The intervention includes two parts: quiz questions on knowledge on and benefits of healthy diet; whatsapp reminders on the benefits of healthy diet.
Sponsors
Study design
Eligibility
Inclusion criteria
* Chinese-speaking; * Parental consent for those under 18; * Able to understand and play the game; * Has a smartphone.
Exclusion criteria
• Individuals who cannot meet the inclusion criteria.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Step count | Baseline and one month | Average daily step count |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Perceived improved family happiness | Baseline and one month | Change assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness). |
| Game satisfaction score | One month | Overall game rating (on a scale of 0-5, higher scores indicate higher satisfaction). |
| Family well-being knowledge and behaviors | Baseline and one month | Change assessed by outcome-based questions (scores from 0 to 10, higher scores indicate better knowledge and behaviors) |
| Self-reported healthy habits | Baseline and one month | Change assessed by frequency-based questions related to exercise levels and consumption of fruits and vegetables (scores from 0 to 7 days, higher scores indicate more engagement in healthy habits) |
Countries
Hong Kong