Clinical Trial Details
— Status: Completed
Administrative data
NCT number |
NCT04156919 |
Other study ID # |
Botswana_RCT1 |
Secondary ID |
|
Status |
Completed |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
November 12, 2019 |
Est. completion date |
December 31, 2019 |
Study information
Verified date |
December 2023 |
Source |
National University of Singapore |
Contact |
n/a |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
Pediatric obesity is one of the most serious public health challenges of the 21st century. It
is a serious problem that is expected to create lifelong health challenges and potentially
overwhelm the ability of healthcare providers to manage the consequences. While many factors
contribute to pediatric obesity, dietary choices are the leading cause. A key concern is how
to inculcate healthy dietary habits early among young children. Over the past 20 years, there
has been significant scientific interest in examining the potential learning consequences of
playing video games given children's interests in such games. This study investigates the
impact of a health video game on children's nutritional knowledge and dietary choices.
Description:
Brief Overview of the Study Protocol
Study Design, Participants and Recruitment
A cluster randomized controlled trial with three data collection periods-baseline, post one,
and post two- will be adopted for this study. We will collaborate with a primary school in
the North-East District of Botswana. Recruitment will be done with the help of the school
with which we are collaborating. The children will be sent home with consent forms to obtain
parental consent. Before participation, eligible parents will provide informed consent and
child assent. To ensure sufficient power of 0.8 with a medium effect size, 120 participants
will be recruited to participate in the experiment.
Procedures
Following baseline assessment, the children will be randomly assigned to one of three groups:
playfulness condition, non-playfulness condition, and control condition. The playfulness and
non-playfulness conditions will vary in terms of the climate such that children in the
playfulness condition will have a relaxed, play-oriented context while those in the
non-playfulness condition will have a more formal work-oriented context. The children in the
control condition will play a video game that is unrelated to diet and lifestyle choices.
Randomization will be done at the class/cluster level to avoid contamination between the
experimental conditions (Puffer et al. 2005). The baseline survey, including demographics and
family environment, gaming experience/ frequency of gameplay, nutrition knowledge, social
cognitive factors (i.e., attitude, intention, and health locus of control), will be
administered after obtaining consent. Since the administration of a pre-test survey may
change the way that participants interact with the game (during the experiment) and/or
suggest to the participants that there is a socially desirable way to respond to outcome
measures, the pre-test survey will be administered a week before the actual experiment. Post
1 experiment data collection will occur immediately upon completion of the experiment. The
study will be conducted from November 2019 to May 2020. Post 2 experiment data collection
will occur three months after the experiments.
Experimental Setup
Taking into account the malleability of the engagement construct (Boekaerts 2016), we ensured
that our setup does not use invasive equipment. The chosen setup thus results from a
trade-off between sensitivity and practical requirements. We will use the Tobii pro nano eye
tracker that captures gaze data at 60Hz. Skin conductance will be measured using the shimmer
3 GSR kit. It was selected because of its small size and lightweight (28g).
All the experiments will be conducted individually as follows. The participants will sit in a
non-swiveling chair in front of an IPAD with an eye tracker. An eye tracker will be attached
to the IPAD. The experimenter will begin the session by describing the procedure to the
participant. The experimenter will then place physiological feedback sensors to measure skin
conductance on the participants' non-dominant hand. The non-dominant hand will be chosen to
allow participants free access to the video game touch screen with the dominant hand (Jensen
et al. 2016). The participant will be given 6 minutes to feel comfortable, and, at that time,
any necessary technical adjustments will be made. We will exclude children who report that
they are not comfortable and/or depict symptoms of discomfort. After the participant is
comfortable, a survey will be administered to capture their mood. Next, the experimenter will
record baseline GSR and gaze data for 2 minutes. To initiate the calibration process for eye
gaze data, participants will be required to trace an on-screen object with their eyes (Jensen
et al. 2016). Participants will play eight levels of the mobile health game. Based on our
pre-tests, the completion of eight levels should take about 20 minutes. This duration was
chosen because to prevent myopia, children are advised not to play with handheld devices for
more than 30 minutes at a stretch.
After the game, a post-test questionnaire will be administered to capture 1) nutritional
knowledge acquisition, 2) subjective emotional responses, 3) social cognitive factors, and 4)
perceived game complexity. After completing the post hoc survey, participants will choose
four actual food items under the pretext of a parting gift. The following instruction will be
used: "thank you for your time. You may now pick what you like from these options. You can
eat your choice now or later. It is entirely up to you." The choice will serve as an
objective measure of on-site behavior. Following the experiments, we will conduct a follow-up
data collection after three months.