Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback

NCT ID: NCT03659604

Last Updated: 2021-11-30

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

240 participants

Study Classification

INTERVENTIONAL

Study Start Date

2018-09-01

Study Completion Date

2019-04-30

Brief Summary

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The aim of this study is to investigate the effectiveness of the 'SmartLife' intervention on reducing sedentary behavior and increasing physical activity among adolescents and to investigate the engagement in the exergame. This will be compared in three groups: an intervention group that will receive a tailored exergame; an active control condition that will receive a non-tailored exergame; and a passive control condition that receives no intervention.

Detailed Description

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The aim of this study is to investigate the effectiveness of the 'SmartLife' intervention with tailored feedback on sedentary behavior and physical activity among adolescents and to investigate the engagement in the exergame. One intervention group will receive a version of the exergame that tailors feedback. This means tailored feedback will be based on data from a sensor which is integrated in a T-shirt and paired to the game. The active control group will receive a different version of the game, that does not provide tailored feedback.

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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Physical Activity Health Behavior

Keywords

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physical activity sedentary behavior serious game exergame behaviour change techniques tailored feedback

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Clustered randomized controlled trial/parallel assignment

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).
Primary Study Purpose

PREVENTION

Blinding Strategy

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.

Group Type EXPERIMENTAL

'SmartLife' with tailored feedback

Intervention Type BEHAVIORAL

'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.

Group Type ACTIVE_COMPARATOR

'SmartLife' without tailored feedback

Intervention Type BEHAVIORAL

'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.

Group Type OTHER

No game

Intervention Type BEHAVIORAL

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.

Intervention Type BEHAVIORAL

'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.

Intervention Type BEHAVIORAL

No game

Passive control: School classes will be asked to continue their daily life as usual.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Between 12-18 years old
* Access to an Android smartphone (4.0.1) during study period
* No physical disabilities that hinder physical activity

Exclusion Criteria

* Not Dutch-speaking
* Does not have access to an Android smartphone (4.0.1)
Minimum Eligible Age

12 Years

Maximum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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European Commission

OTHER

Sponsor Role collaborator

University Ghent

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

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

Site Status

Countries

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Belgium

Other Identifiers

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'SmartLife' exergame

Identifier Type: -

Identifier Source: org_study_id