A Very Brief Intervention to Increase the Intention to Practice Physical Activity

NCT05985460 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 3000

Last updated 2023-08-14

No results posted yet for this study

Summary

According to the Health Belief Model (HBM), one's intention to engage in physical activity (PA) is strongly and favourably related to their actual PA behaviour (Etheridge, Sinyard, \& Brindle, 2023; Kagee \& Freeman, 2017). According to a meta-analysis that looked at the connection between PA intention and conduct, 54% of those who had the intention to be active did so, and just 2% of people who initially had no intention of engaging in PA later modified their behaviour (Rhodes \& de Bruijn, 2013). Therefore, having PA intention is a crucial and helpful step to participate in PA(Webb \& Sheeran, 2006).

Digital games include TV or console games, PC games, portable games, and others. Such games have recently been employed as teaching, learning, and training aids in a variety of contexts, including medical education (Rosenberg et al., 2010). Previous research has shown that motion sensor video games have positive effects on promoting healthy lifestyles including engagement in physical activity and disseminating health-related knowledge (DeSmet et al., 2014; Foley \& Maddison, 2010; Lenhart, Kahne, Middaugh, Evans, \& Vitek, 2008). Meanwhile, video games (at least once/day for 1 week) had positive effects on individuals' well-being and family relationships. (Foley \& Maddison, 2010; Halbrook, O'Donnell, \& Msetfi, 2019). Drawing on the HBM, playing digital game could be the cue to action which increases people's intention to engage in physical activities.

Our study aims to fill the gap by examining the effectiveness of motion-sensoring game-based intervention in increasing the intention of performing PA, as well as personal and family well-being.

Conditions

  • Physical Activity

Interventions

DEVICE

Intervention: motion-sensor video game

The experimental arm is a 1-2 mins motion-sensoring video game, which can accommodate 1-4 individuals, engaging their entire bodies in the physical motions involved. It aims to increase PA intention by increasing their motivation, as well as personal and family well-being by increasing the interaction with family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).

DEVICE

Placebo: mobile APP game (without motion-sensoring)

The placebo arm is a 1-2 mins mobile app game, which allows 1-4 participants to play together with a duration of 1-2 minutes. It aims to increase participants' family and personal well-being by increasing the interaction of family members. Assessments will be conducted at two different time points, immediately following the intervention (T2) and after 1-month follow-up (T3).

Sponsors & Collaborators

  • The Hong Kong Jockey Club Charities Trust

    collaborator OTHER
  • The University of Hong Kong

    lead OTHER

Study Design

Allocation
NON_RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
18 Years
Max Age
100 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2023-09-05
Primary Completion
2025-09-30
Completion
2025-09-30

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT05985460 on ClinicalTrials.gov