Trial Outcomes & Findings for A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth With Psychiatric Diagnoses (NCT NCT05505578)

NCT ID: NCT05505578

Last Updated: 2025-05-01

Results Overview

Percentage of live coaching sessions attended (i.e. average of the number of coaching sessions attended divided by total number of coaching sessions expected). Because this is a percentage of visits, standard deviations/standard errors are not provided. This data are measured within the group as a whole and not by participants individually.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

62 participants

Primary outcome timeframe

12 weeks

Results posted on

2025-05-01

Participant Flow

Participant milestones

Participant milestones
Measure
GamerFit Condition
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
Comparator Condition
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
Overall Study
STARTED
31
31
Overall Study
COMPLETED
25
19
Overall Study
NOT COMPLETED
6
12

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth With Psychiatric Diagnoses

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
GamerFit Condition
n=31 Participants
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
Comparator Condition
n=31 Participants
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
Total
n=62 Participants
Total of all reporting groups
Age, Categorical
<=18 years
31 Participants
n=5 Participants
31 Participants
n=7 Participants
62 Participants
n=5 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Age, Categorical
>=65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Sex: Female, Male
Female
8 Participants
n=5 Participants
7 Participants
n=7 Participants
15 Participants
n=5 Participants
Sex: Female, Male
Male
23 Participants
n=5 Participants
24 Participants
n=7 Participants
47 Participants
n=5 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
5 Participants
n=5 Participants
3 Participants
n=7 Participants
8 Participants
n=5 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
26 Participants
n=5 Participants
28 Participants
n=7 Participants
54 Participants
n=5 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Asian
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Black or African American
2 Participants
n=5 Participants
3 Participants
n=7 Participants
5 Participants
n=5 Participants
Race (NIH/OMB)
White
25 Participants
n=5 Participants
24 Participants
n=7 Participants
49 Participants
n=5 Participants
Race (NIH/OMB)
More than one race
3 Participants
n=5 Participants
3 Participants
n=7 Participants
6 Participants
n=5 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
n=5 Participants
1 Participants
n=7 Participants
2 Participants
n=5 Participants

PRIMARY outcome

Timeframe: 12 weeks

Population: Participants randomized to the GamerFit group only received weekly telehealth sessions.

Percentage of live coaching sessions attended (i.e. average of the number of coaching sessions attended divided by total number of coaching sessions expected). Because this is a percentage of visits, standard deviations/standard errors are not provided. This data are measured within the group as a whole and not by participants individually.

Outcome measures

Outcome measures
Measure
GamerFit Condition
n=12 Coaching Sessions
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
Comparator Condition
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
Feasibility of the App
88 percentage of visits completed

SECONDARY outcome

Timeframe: 12 weeks

Change in average minutes of daily physical activity from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).

Outcome measures

Outcome measures
Measure
GamerFit Condition
n=31 Participants
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
Comparator Condition
n=31 Participants
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
Physical Activity
20.12 minutes per day
Standard Deviation 16.42
4.17 minutes per day
Standard Deviation 18.63

SECONDARY outcome

Timeframe: 12 weeks

Change in average minutes of daily sleep from baseline to 12 weeks (e.g. value at 12 weeks minus value at baseline).

Outcome measures

Outcome measures
Measure
GamerFit Condition
n=31 Participants
Includes use of a Fitbit and exergaming devices, the GamerFit app, and weekly telehealth coaching sessions. GamerFit Condition: Participants receive a Fitbit device, the GamerFit app on their mobile device, exergaming console and games (Nintendo Switch) (where applicable), and follow a 12-week exergaming curriculum provided by the app. Physical activity (PA) increases during the intervention up to 60 minutes/session. Other interventional aspects include weekly reminders, exercise and health related video materials, and weekly telehealth sessions with an intervention coach.
Comparator Condition
n=31 Participants
Youth assigned to the comparator condition (n=30-35) will receive a Fitbit device (same as the intervention condition) and the Fitbit account activated on their device (e.g. phone/tablet/computer). They will receive instructions on using the PA and sleep tracking features, as well as a booklet of healthy habit tips. They will receive reminders to charge, sync and review their Fitbit data for the duration of the intervention. Comparator Condition: Participants receive a Fitbit device, instructions on how to use it, and a booklet of healthy tips. They also get weekly reminders to charge, sync, and review their Fitbit data.
Sleep
-6.5 minutes per day
Standard Deviation 19.1
19.6 minutes per day
Standard Deviation 21.4

Adverse Events

GamerFit Condition

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Comparator Condition

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Amanda Staiano

225.763.2500 Pennington Biomedical Research Center

Phone: 225.763.2500

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place