Computer Based Intervention for Type 2 Diabetes in Youth
NCT ID: NCT00570466
Last Updated: 2017-09-27
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
153 participants
INTERVENTIONAL
2008-01-31
2011-12-31
Brief Summary
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1. The two video games will result in greater dietary and physical activity change than a knowledge based control group.
2. The effects of the video games will be mediated by changes in child preferences for FV and PA, self-efficacy to change FV intake and PA, and intrinsic motivation to eat FV and PA.
We will test these hypotheses by evaluating the two video games in a randomized experiment. To minimize costs, we will evaluate the impact of the games on behavior (diet and PA), BMI and related psychosocial variables, but not blood values. Our long-term goal is reducing the incidence of Type 2 diabetes and related health problems in youth.
Detailed Description
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Video games focused on promoting T2D-related changes in diet and physical activity, based on the most current theories of health behavior, hold the promise of preventing T2D among children, and thereby reducing lifelong disease burden. Unlike traditional media-based interventions (print, graphic, audio/visual, television broadcast), computer technology provides opportunities to influence behavior change through direct, personalized interactive experiences.
As part of a SBIR-Phase I, we created two video games: Escape from Diab! and Nanoswarm - Invasion from Inner Space. These intervention video games propose to increase fruit and vegetable intake to reduce total calories by displacing high fat, high calorie foods; increase water intake to decrease sweetened beverage consumption and total calories; increase physical activity; and decrease inactivity (e.g., TV watching, playing commercial video games). The behavioral and educational objectives address national behavior change objectives, including:
* Three to five servings of fruit (F) or 100% fruit juice (J) per day and Four to seven servings of vegetables (V) per day (based on child recommended calorie intake for age and weight),
* Five to eight glasses of water (W) per day,
* Moderate to vigorous Physical Activity (PA) of at least 60 min/day, and
* Physical Inactivity (PI) (TV, e-games, telephone) of no more than 2 hours per day.
Both games use an adventure storyline to capture the children's interest and attention, and thereby enhance their desire to keep coming back to the game across multiple sessions (between which behavior change goals are attempted). The storylines provide messages that reinforce the diet and physical activity change objectives. Seamlessly woven into each adventure session are programmed procedures for promoting behavior change (goal setting, goal review), which were tailored to characteristics of the child obtained through self report. Behavior change knowledge games, seamlessly woven into the storyline, are used to provide the basis for effective goal setting; and energy balance games, also seamlessly woven into the storyline, are used to provide the knowledge necessary to effectively self control caloric intake and output.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Video games
Two interactive, computer-based video games (9 sessions each) played in sequence to increase fruit, vegetable and water intake, physical activity and decrease TV viewing.
Video Games
Two interactive, computer-based video games (9 sessions each) played in sequence to increase fruit,vegetable,water intake + physical activity + decrease TV viewing.
Web and DVD knowledge
Parallel web and DVD based knowledge games on fruit, vegetable, water, physical activity and physical inactivity.
Web and DVD knowledge
Web and DVD based knowledge games
Interventions
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Video Games
Two interactive, computer-based video games (9 sessions each) played in sequence to increase fruit,vegetable,water intake + physical activity + decrease TV viewing.
Web and DVD knowledge
Web and DVD based knowledge games
Eligibility Criteria
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Inclusion Criteria
2. Able to fluently speak, read and write English.
3. Able to play computer video games.
4. DSL or high-speed internet connection at home.
5. No dietary restrictions that limit their intake of fruit \& vegetables or water.
6. No medical, physical handicaps or other reasons that would limit their physical activity.
7. Greater than 50% BMI, but less than 95% BMI.
Exclusion Criteria
2. Not able to fluently speak, read and write English.
3. Not able to play computer video games.
4. No DSL or high-speed internet connection at home.
5. Dietary restrictions that limit their intake of fruit \& vegetables or water.
6. Medical, physical handicaps or other reasons that would limit their physical activity.
7. Less than 50% BMI or greater than 95% BMI.
8. History of epileptic seizures.
10 Years
12 Years
ALL
Yes
Sponsors
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Baylor College of Medicine
OTHER
National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK)
NIH
Responsible Party
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Principal Investigators
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Tom Baranowski, Ph.D.
Role: PRINCIPAL_INVESTIGATOR
Baylor College of Medicine
Locations
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Baylor College of Medicine
Houston, Texas, United States
Countries
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References
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Baranowski T, Baranowski J, Thompson D, Buday R, Jago R, Griffith MJ, Islam N, Nguyen N, Watson KB. Video game play, child diet, and physical activity behavior change a randomized clinical trial. Am J Prev Med. 2011 Jan;40(1):33-8. doi: 10.1016/j.amepre.2010.09.029.
Other Identifiers
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