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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UNKNOWN
NA
100 participants
INTERVENTIONAL
2020-09-01
2022-12-31
Brief Summary
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Detailed Description
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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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Keywords
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Study Design
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NA
SINGLE_GROUP
PREVENTION
NONE
Study Groups
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Intervention arm
Digital game
Digital game
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)
Eligibility Criteria
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Inclusion Criteria
* Individuals aged 18 years and above;
* Able to understand and play the game.
18 Years
100 Years
ALL
Yes
Sponsors
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The University of Hong Kong
OTHER
Responsible Party
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Dr. Agnes Yuen-Kwan Lai
Assistant Professor
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
Countries
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Central Contacts
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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.
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.
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.
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.
Other Identifiers
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UW 20-353
Identifier Type: -
Identifier Source: org_study_id