A Digital Game on Promoting Family Well-being

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age10+
SponsorThe University of Hong Kong

About this trial

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 conduct an online survey to assess the use of games and gamification for health promotion, as well as a family-based randomized controlled trial to promote healthy living.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Chinese-speaking;

Parental consent for those under 18;

Able to understand and play the game;

Has a smartphone.

Disqualifiers

None

Trial design

Design model

Parallel

Treatments tested in this trial

  • Exercise-themed game

    Behavioral

    The intervention includes three parts: quiz questions on knowledge on and benefits of exercise; monitored step count using smartphone tracker; whatsapp reminders on the benefits of exercise.

  • Diet-themed game

    Behavioral

    The intervention includes two parts: quiz questions on knowledge on and benefits of healthy diet; whatsapp reminders on the benefits of healthy diet.

Treatment groups

800 Participants
are divided into 2 treatment groups
Group A: Exercise-themed gameExperimental treatment 1 intervention
Group B: Diet-themed gameActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Step count

Average daily step count

Time frame
Baseline and one month

Secondary outcomes

1

Perceived improved family happiness

Change assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness).

Time frame
Baseline and one month
2

Game satisfaction score

Overall game rating (on a scale of 0-5, higher scores indicate higher satisfaction).

Time frame
One month
3

Family well-being knowledge and behaviors

Change assessed by outcome-based questions (scores from 0 to 10, higher scores indicate better knowledge and behaviors)

Time frame
Baseline and one month
4

Self-reported healthy habits

Change assessed by frequency-based questions related to exercise levels and consumption of fruits and vegetables (scores from 0 to 7 days, higher scores indicate more engagement in healthy habits)

Time frame
Baseline and one month

Other outcomes

Sponsors and contacts

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