Ghent University Hospital
Ghent, 9000, Belgium
NCT Number: NCT03659604
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.
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Notify Me12 year–18 year
All sexes
Interventional
Not applicable
Ghent, 9000, Belgium
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.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
'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.
'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 be asked to continue their daily life as usual.
Time frame: Baseline, 4 weeks, 8 weeks
Change in amount of total physical activity and moderate-to-vigorous physical activity, measured via accelerometers
Time frame: Baseline, 4 weeks, 8 weeks
Change in amount of total sitting time, measured via accelerometers
Time frame: Baseline
Change in BMI, measured via self-reported weight and height
Time frame: Baseline, 4 weeks, 8 weeks
Change in attitude, parental support, friends' co-participation, perceived social norm, self-efficacy, perceived benefits, perceived barriers, measured by validated items (questionnaire)
Time frame: Baseline, 4 weeks, 8 weeks
Change in attitude, self-efficacy, personal norm, social norm, social support of sedentary behavior (measured for the context of 1. TV viewing, game-play, and computer use), measured by validated items (questionnaire: correlates of context specific SB, Busschaert, 2015). Items are measured on a 5-point Likert scale (strongly disagree=1 - strongly agree=5). The average for each correlate will be calculated (meaning that sub scales for one correlate (e.g. attitude) will be combined).
Time frame: Baseline, 4 weeks, 8 weeks
Change in active transportation mode to school, measured by validated items (questionnaire: Flemish physical activity questionnaire, Verstaete et al., 2003), that measures the minutes engaged in different types of transportation to school. An average score for each component (walking, cycling, active transportation, passive transportation) will be calculated. Values will be indicated by minutes per day, whereby higher values will represent a better outcome, after reversing passive transportation.
Time frame: 4 weeks
Differences in engagement between intervention group and active control group, measured by validated items (questionnaire: Kids Game Experience Questionnaire), that measures immersion, narrative, pos/neg. affect, flow, absorption/involvement, transportation/immersion, challenge, tension/frustration. A scale ranges from 0 to 4, whereby higher values represent a better outcome. The average scores of the subscales represent each component, and a final averaged score for the GEQ questionnaire will be calcualted.
Time frame: 4 weeks
Differences in basis need satisfaction between intervention group and active cotrol group, measured via 14 validated items (questionnaire)
Time frame: Baseline, 4 weeks, 8 weeks
Location of engaging in PA, measured by validated items (questionnaire)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay minutes) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number gameplay sessions) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number of interactions with other players) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (total number of invested game resources) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (gameplay time: measured via 1-3, indicating morning, afternoon, evening) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Differences in usage of game between intervention group and active controle group, measured via log data of the game (gameplay location, indicating 1-2; 1=inside/2=outside) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Usage of game by intervention group, measured via log data of the game (average moderate to vigorous physical activity) (log data)
Time frame: 1 week, 2 weeks, 3 weeks, 4 weeks
Usage of game by intervention group, measured via log data of the game (sedentary behaviour) (log data)
University Ghent
Other
A Clustered Randomized Controlled Trial to Compare the Effectiveness of and Engagement in a Mobile Exergame 'SmartLife' With Tailored Feedback
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