Digital Intervention for the Modification of Lifestyles (iGame)

NCT ID: NCT04019119

Last Updated: 2024-06-04

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

ENROLLING_BY_INVITATION

Clinical Phase

NA

Total Enrollment

48 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-09-01

Study Completion Date

2025-09-28

Brief Summary

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The objective of the project is to analyze the clinical effectiveness of a gamifield mHealth application (iGAME) and developed in the context of lifestyle modification, but with the approach of the Behaviour Change Technique, through a randomized clinical trial that affects secondary prevention in three clinical subtypes of noncommunicable diseases, where lifestyle modification is the center of its best practice.

Detailed Description

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Despite digital exposure, gamification of health has been widely understood and often applied ad hoc in health products. Attempts to incorporate game concepts into digital health applications have not led to demonstrated success. Recent studies have shown that only 4% of the best rated health apps in Apple stores and Google Play (based on revenue and download) have gamification elements, but less than 5% of these health apps have been included in the application library of National Health Service. In addition, very little of 5% was developed for industry and health professionals.

If the power of digital technologies, such as games for clear clinical benefits, is not released, opportunities for social and economic burial will be lost for all stakeholders in the digital health and digital economy ecosystem.

A number of factors in this barrier:

* The best techniques for the design of activities. The majority of health gamification has little consistent support of health or clinical theories.
* The high cost and complexity of the digital game development process. The majority of gaming functions are based on best practices in the development of digital games.
* Little participation of researchers in health, professionals and participation of the end user in the process of gamification development. Very little health gamification is formally evaluated clinically.

The initial hypothesis is that after 12 weeks of participation in the original iGAME application, participants will increase the quantity and distribution of energy consumption, through the estimation of results, data based on acceleration and questionnaires. automatic information In addition, it will also improve satisfaction and lifestyle, as well as the consumption of health services.

Conditions

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Low Back Pain Oncology Depression Sedentary Lifestyle Sedentary Behavior

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Two groups study. One group with intervention (app mobile program); second group as control. At the end of the intervention, the control group receives advice of demonstrated effectiveness in the intervention to comply with the ethical principles.
Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors
The system of randomization for the participants is through an external computer system.

Study Groups

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Intervention: digital intervention Behaviour Change Technique

The assigned participants will receive an intervention based on gamification and the use of behavior change techniques to reduce sedentary lifestyle. Thus, a new mobile application will be used for 12 weeks that proposes to the user the realization of activities with the aim of reducing their sedentary behavior. The development of the application is based on previous analyzes that propose 6 clusters that encompass 33 factors that influence sedentary behavior. In this way, the application is designed to act on the two accessible: social support and behavior. On the social support, he proposes to the user to share his achievements in social networks or in an internal network of game users. In terms of habit modification, behavior modification strategies proposed in the Michie et al. (2013) taxonomy are applied, such as the following: establishment of personalized goals, rewards and reminders, awareness of achievements achieved, among others

Group Type EXPERIMENTAL

Digital intervention

Intervention Type BEHAVIORAL

The information group will receive through a mobile application tips to reduce sedentary lifestyle and promote healthy living habits.

Control Group

The control group will receive the usual indications about the harms of sedentary lifestyle and the benefits of physical activity, not receiving specific intervention. In case the use of the intervention applied in the experimental group is beneficial, the participants assigned to the control group will be offered the opportunity to receive the intervention outside the study to allow the benefit to be used.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Digital intervention

The information group will receive through a mobile application tips to reduce sedentary lifestyle and promote healthy living habits.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Men and women
* Age between 18 and 65 years
* Sedentary behavior recognized by the subject: \<1.5 METS per day and sitting\> 4h / d .
* Intention to change sedentary behavior manifested by the subject
* Survivors of breast cancer. Women with a clinical history of diagnosis of primary breast cancer, having completed surgical treatment, radiotherapy or chemotherapy at least three months before starting the study intervention


* Men and women
* Age between 18 and 65 years
* Sedentary behavior recognized by the subject: \<1.5 METS per day and sitting\> 4h / d .
* Intention to change sedentary behavior manifested by the subject
* Mild low back pain of mechanical or degenerative cause diagnosed by a primary care physician


* Men and women
* Age between 18 and 65 years
* Sedentary behavior recognized by the subject: \<1.5 METS per day and sitting\> 4h / d .
* Intention to change sedentary behavior manifested by the subject
* Mild depression Diagnosis in Primary Care using the MINI interview to rule out another severe mental pathology and the PHQ-9 questionnaire to categorize the level of depressive severity

Exclusion Criteria

* Several mental illness
* Several illness that limits physical ability
* Phobia for digital technologies
* Difficulty in attending study measurements
Minimum Eligible Age

18 Years

Maximum Eligible Age

65 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Horizon 2020 - European Commission

OTHER

Sponsor Role collaborator

University of Malaga

OTHER

Sponsor Role lead

Responsible Party

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Dr. Antonio I Cuesta-Vargas

Principal Research

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Antonio Cuesta Vargas

Málaga, , Spain

Site Status

Countries

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Spain

References

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Edwards EA, Lumsden J, Rivas C, Steed L, Edwards LA, Thiyagarajan A, Sohanpal R, Caton H, Griffiths CJ, Munafo MR, Taylor S, Walton RT. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.

Reference Type BACKGROUND
PMID: 27707829 (View on PubMed)

Michie S, Richardson M, Johnston M, Abraham C, Francis J, Hardeman W, Eccles MP, Cane J, Wood CE. The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of behavior change interventions. Ann Behav Med. 2013 Aug;46(1):81-95. doi: 10.1007/s12160-013-9486-6.

Reference Type BACKGROUND
PMID: 23512568 (View on PubMed)

Hoeppner BB, Hoeppner SS, Seaboyer L, Schick MR, Wu GW, Bergman BG, Kelly JF. How Smart are Smartphone Apps for Smoking Cessation? A Content Analysis. Nicotine Tob Res. 2016 May;18(5):1025-31. doi: 10.1093/ntr/ntv117. Epub 2015 Jun 4.

Reference Type BACKGROUND
PMID: 26045249 (View on PubMed)

Wolf JA, Moreau JF, Akilov O, Patton T, English JC 3rd, Ho J, Ferris LK. Diagnostic inaccuracy of smartphone applications for melanoma detection. JAMA Dermatol. 2013 Apr;149(4):422-6. doi: 10.1001/jamadermatol.2013.2382.

Reference Type BACKGROUND
PMID: 23325302 (View on PubMed)

Cuesta-Vargas AI, Biro A, Escriche-Escuder A, Trinidad-Fernandez M, Garcia-Conejo C, Roldan-Jimenez C, Tang W, Salvatore A, Nikolova B, Muro-Culebras A, Martin-Martin J, Gonzalez-Sanchez M, Ruiz-Munoz M, Mayoral F. Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial. BMJ Open. 2023 Jun 14;13(6):e066669. doi: 10.1136/bmjopen-2022-066669.

Reference Type DERIVED
PMID: 37316318 (View on PubMed)

Other Identifiers

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823871-iGame

Identifier Type: -

Identifier Source: org_study_id

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