Physical Activity Clinical Trial
Official title:
A Very Brief Intervention to Increase the Intention to Practice Physical Activity
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.
Status | Not yet recruiting |
Enrollment | 3000 |
Est. completion date | September 30, 2025 |
Est. primary completion date | September 30, 2025 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 18 Years to 100 Years |
Eligibility | Inclusion Criteria: - Chinese speaking - Able to complete the questionnaire - Aged 18 or above Exclusion Criteria: - People with serious health conditions that might prevent them from participating in sensor-motion video game and mobile game |
Country | Name | City | State |
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n/a |
Lead Sponsor | Collaborator |
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The University of Hong Kong | Hong Kong Jockey Club Charities Trust |
DeSmet A, Van Ryckeghem D, Compernolle S, Baranowski T, Thompson D, Crombez G, Poels K, Van Lippevelde W, Bastiaensens S, Van Cleemput K, Vandebosch H, De Bourdeaudhuij I. A meta-analysis of serious digital games for healthy lifestyle promotion. Prev Med. 2014 Dec;69:95-107. doi: 10.1016/j.ypmed.2014.08.026. Epub 2014 Aug 27. — View Citation
Etheridge, J. C., Sinyard, R. D., & Brindle, M. E. (2023). Chapter 90 - Implementation research. In A. E. M. Eltorai, J. A. Bakal, P. C. Newell, & A. J. Osband (Eds.), Translational Surgery (pp. 563-573): Academic Press.
Foley L, Maddison R. Use of active video games to increase physical activity in children: a (virtual) reality? Pediatr Exerc Sci. 2010 Feb;22(1):7-20. doi: 10.1123/pes.22.1.7. — View Citation
Halbrook YJ, O'Donnell AT, Msetfi RM. When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. Perspect Psychol Sci. 2019 Nov;14(6):1096-1104. doi: 10.1177/1745691619863807. — View Citation
Kagee, A., & Freeman, M. (2017). Mental Health and Physical Health (Including HIV/AIDS). In S. R. Quah (Ed.), International Encyclopedia of Public Health (Second Edition) (pp. 35-44). Oxford: Academic Press.
Korda H. Bringing evidence-based interventions to the field: the fidelity challenge. J Public Health Manag Pract. 2013 Jan-Feb;19(1):1-3. doi: 10.1097/PHH.0b013e318249bc06. — View Citation
Lenhart, A., Kahne, J., Middaugh, E., Evans, C., & Vitek, J. (2008). Teens' gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet and American Life Project. Retrieved April 2, 2009. In.
Lin ML, Huang JJ, Chuang HY, Tsai HM, Wang HH. Physical activities and influencing factors among public health nurses: a cross-sectional study. BMJ Open. 2018 Apr 20;8(4):e019959. doi: 10.1136/bmjopen-2017-019959. — View Citation
Rhodes RE, de Bruijn GJ. How big is the physical activity intention-behaviour gap? A meta-analysis using the action control framework. Br J Health Psychol. 2013 May;18(2):296-309. doi: 10.1111/bjhp.12032. — View Citation
Rosenberg D, Depp CA, Vahia IV, Reichstadt J, Palmer BW, Kerr J, Norman G, Jeste DV. Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. Am J Geriatr Psychiatry. 2010 Mar;18(3):221-6. doi: 10.1097/JGP.0b013e3181c534b5. — View Citation
Smith BJ, Tang KC, Nutbeam D. WHO Health Promotion Glossary: new terms. Health Promot Int. 2006 Dec;21(4):340-5. doi: 10.1093/heapro/dal033. Epub 2006 Sep 7. — View Citation
Webb TL, Sheeran P. Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. Psychol Bull. 2006 Mar;132(2):249-68. doi: 10.1037/0033-2909.132.2.249. — View Citation
* Note: There are 12 references in all — Click here to view all references
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Intention to perform physical activity | The intention to perform physical activity will be assessed immediately following the activity and after 1-month follow-up by one-item scale. The question is "Do you want to start (or continue) exercising at present?". The item comprises a 11-point scale ranging from 0 to 10 (Lin, Huang, Chuang, Tsai, & Wang, 2018). | Immediate post-intervention, 1-month follow up | |
Secondary | Satisfaction with the games • personal well-being and family well-being | The question "Are you satisfied with this activity?" will be used to assess the satisfaction of participants after playing the two kinds of games and 1-month follow-up with a higher score (1-5) indicating higher satisfaction. | Immediate post-intervention, 1-month follow up | |
Secondary | Personal well-being and family well-being | Personal well-being was assessed immediately after playing games and 1-month follow-up using the question "How well-being do you think you are?" and answer using the 11-point scale (range 0-10), with higher scores indicating higher level of family well-being. (Appendix H1, H2) Family well-being was measured immediately after playing games and 1-month follow-up using family health, harmony, and happiness (3Hs): three separate questions asked, "How healthy/harmonious/happy do you think your family is?" and were answered using an 11-point scale ranging from 0 to 10, with higher scores indicating higher level of family well-being. (Appendix H1, H2) | Immediate post-intervention, 1-month follow up |
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