A Digital Game on Promoting Family Well-being

NCT ID: NCT04550065

Last Updated: 2021-12-09

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

UNKNOWN

Clinical Phase

NA

Total Enrollment

100 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-09-01

Study Completion Date

2022-12-31

Brief Summary

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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 assess a digital family game with theme-based mini-games to enhance family communication and well-being.

Detailed Description

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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 amidst the pandemic.

This study aims to use a game-based approach to enhance knowledge and behaviours on family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide preliminary 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.

Conditions

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Family

Keywords

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Family well-being Family communication

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

Study Groups

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Intervention arm

Digital game

Group Type EXPERIMENTAL

Digital game

Intervention Type BEHAVIORAL

A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)

Interventions

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Digital game

A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Chinese-speaking;
* Individuals aged 18 years and above;
* Able to understand and play the game.
Minimum Eligible Age

18 Years

Maximum Eligible Age

100 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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The University of Hong Kong

OTHER

Sponsor Role lead

Responsible Party

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Dr. Agnes Yuen-Kwan Lai

Assistant Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Agnes Y Lai, PhD

Role: PRINCIPAL_INVESTIGATOR

School of Nursing, The University of Hong Kong

Locations

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Hong Kong community

Hong Kong, , Hong Kong

Site Status RECRUITING

Countries

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Hong Kong

Central Contacts

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Agnes Y Lai, PhD

Role: CONTACT

Phone: 39176779

Email: [email protected]

Tai-hing Lam, MD

Role: CONTACT

Phone: 39179287

Email: [email protected]

Facility Contacts

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Agnes YK Lai, PhD

Role: primary

Asa Choi, MA

Role: backup

References

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Ameryoun A, Sanaeinasab H, Saffari M, Koenig HG. Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Child Obes. 2018 Feb/Mar;14(2):67-80. doi: 10.1089/chi.2017.0250. Epub 2017 Nov 29.

Reference Type BACKGROUND
PMID: 29185787 (View on PubMed)

Chagas CMDS, Pontes E Silva TB, Reffatti LM, Botelho RBA, Toral N. Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol. BMC Public Health. 2018 Jul 24;18(1):910. doi: 10.1186/s12889-018-5848-0.

Reference Type BACKGROUND
PMID: 30041639 (View on PubMed)

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)

Sit SM, Lai AY, Wong HW, Hung KS, Wang MP, Ho SY, Lam TH. Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. Games Health J. 2024 Jun;13(3):172-183. doi: 10.1089/g4h.2023.0190. Epub 2024 Mar 20.

Reference Type DERIVED
PMID: 38512294 (View on PubMed)

Other Identifiers

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UW 20-353

Identifier Type: -

Identifier Source: org_study_id