Sedentary Lifestyle Clinical Trial
Official title:
Health Games Research: Advancing Effectiveness of Interactive Games for Health
This is a RWJF funded study that will apply behavioral choice theory and learning theory principles to 'map' exergames to determine how behavior change principles influence sustained use of health games by adolescents.
This research will assess and map four different exergame sports (bowling, boxing, tennis,
and a mat/aerobics) games developed by Xavix for behavioral principles and evaluate how
those behavior change principles impact game play sustainability. In the first phase of the
study, we mapped and coded video games based on behavior contingencies of antecedents to the
behavior, the behavior, and consequences to the behavior. Each of the games and subgames
will be categorized as hi fidelity and lo fidelity.
Field Trial A home visit was scheduled for eligible and interested participants and an
accelerometer was send to the participant's home to wear for one week prior to the home
visit. Participants were randomized to one of four XaviX sports games: tennis, bowling,
boxing, or J-mat. Two research assistants visited the participant's home to complete assent
and consent forms, install the game on a television in the home, and give an overview on how
to play the game. Participants were given a paper game log and instructed to record time
spent playing the XaviX games. Participants were asked to play the exergame for as much or
as little as they like for the next 4 weeks. The participant and parent completed a baseline
survey during the visit. Participants continued to wear the accelerometer during the first
week of exergame play and then returned the accelerometer by mail.
During the four weeks of exergame play, participants were contacted by telephone by study
staff three times, approximately once a week, to complete short surveys about their game
play and attitudes about the exergame, and to address any questions from participants. At
week four, participants were mailed an accelerometer and instructed to wear it for seven
days. After week four, a second home visit was conducted to collect the game cartridge and
system, administer final surveys to the participant and a parent, and distribute the
incentive. Participants received $50 for completing all study measurements.
Lab Trial In the lab phase, participants that completed the field trial and were randomized
to the bowling, boxing, or J-Mat exergames were eligible to participate in the lab trial.
During the lab trial, participants will play two subgames (a hi fidelity and a lo fidelity
game) from the game that they were randomized to. Participants also completed a relative
reinforcing value (RRV) task to assess reinforcing value of Xavix subgames ranked on
theoretical fidelity and exertion. The RRV task is a method to measure the responsiveness of
individuals to two or more choices. In the context of competing choice options, the RRV task
assesses how much work an individual would be willing to do given increasing response effort
to gain access to each option.
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Allocation: Randomized, Endpoint Classification: Efficacy Study, Intervention Model: Parallel Assignment, Masking: Open Label, Primary Purpose: Prevention
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