Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback
NCT ID: NCT03659604
Last Updated: 2021-11-30
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
240 participants
INTERVENTIONAL
2018-09-01
2019-04-30
Brief Summary
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Detailed Description
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Both groups will be compared to investigate their level of engagement in the game. A passive control group will be included that will be asked to continue their daily routines as usual. All three groups will be compared to determine the effectiveness of the 'SmartLife' intervention on physical activity and sedentary behavior.
Conditions
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Keywords
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Study Design
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RANDOMIZED
PARALLEL
Different school classes will be allocated to one of the three groups: 1) intervention group with a game based on tailored feedback, 2) active control group with a game not using tailored feedback, 3) passive control group (waiting list group).
PREVENTION
NONE
Study Groups
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Experimental with tailored feedback
'SmartLife' with tailored feedback: School classes will receive the developed 'SmartLife' intervention with tailored feedback, that is based on data from a sensors that is integrated in a T-shirt.
'SmartLife' with tailored feedback
'SmartLife' game with tailored feedback: mobile exergame with tailored feedback. Feedback will be based on accelerometer data from a sensor that is integrated in a T-shirt. The sensor captures individually calibrated accelerometer data and is paired with the mobile exergame. Depending on the physical activity intensity of the player, the game challenge and feedback adapts individually in real-time.
Active control without tailored feedback
'SmartLife' without tailored feedback: School classes will receive the developed 'SmartLife' intervention without tailored feedback.
'SmartLife' without tailored feedback
'SmartLife' without tailored feedback: mobile exergame without tailored feedback. The mobile exergame will not be paired to any sensor. The participant can play the mobile game, yet, will not receive any real-time feedback or adjustment in the game on physical activity intensity.
Passive control
School classes will not receive any intervention, thus no game.
No game
Passive control: School classes will be asked to continue their daily life as usual.
Interventions
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'SmartLife' with tailored feedback
'SmartLife' game with tailored feedback: mobile exergame with tailored feedback. Feedback will be based on accelerometer data from a sensor that is integrated in a T-shirt. The sensor captures individually calibrated accelerometer data and is paired with the mobile exergame. Depending on the physical activity intensity of the player, the game challenge and feedback adapts individually in real-time.
'SmartLife' without tailored feedback
'SmartLife' without tailored feedback: mobile exergame without tailored feedback. The mobile exergame will not be paired to any sensor. The participant can play the mobile game, yet, will not receive any real-time feedback or adjustment in the game on physical activity intensity.
No game
Passive control: School classes will be asked to continue their daily life as usual.
Eligibility Criteria
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Inclusion Criteria
* Access to an Android smartphone (4.0.1) during study period
* No physical disabilities that hinder physical activity
Exclusion Criteria
* Does not have access to an Android smartphone (4.0.1)
12 Years
18 Years
ALL
Yes
Sponsors
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European Commission
OTHER
University Ghent
OTHER
Responsible Party
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Principal Investigators
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Greet Cardon, Professor
Role: PRINCIPAL_INVESTIGATOR
University Ghent
Ann DeSmet, Dr.
Role: PRINCIPAL_INVESTIGATOR
University Ghent
Locations
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Ghent University Hospital
Ghent, , Belgium
Countries
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Other Identifiers
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'SmartLife' exergame
Identifier Type: -
Identifier Source: org_study_id