An interventional study of Health game and Sport and fitness application in Physical Activity and Health Behavior, sponsored by University of Turku. Status unknown at 1 site in Finland. Open to participants aged 10 Years to 13 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2017-10-26.
Sponsored by University of Turku · Not applicable, Interventional, and Other
The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early adolescents (10-13 year olds). Half of the study participants will receive the game-intervention and half of the study participants will receive a commercially available sport and fitness application for running, cycling and every-day training.
The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early 10 to 13 years old adolescents. Participants allocated to the Health game intervention group will use a game called Movenator, during a four week intervention and participants allocated to the Sport and fitness-intervention group will use a commercially available Sport and fitness application for running, cycling and every-day training, during a four week intervention period.
Exclusion Criteria:
Health game intervention consists of 20 minutes guided training session with the mobile health game at school and 4 weeks free usage of the game via own smart phone during free time. Smart phones are tracking the actual physical activity (steps) of the participants via activity sensors and the tracked steps work as In-App Currency enabling the participants to play the game and proceed in it.
Behavioral: Health game
Sport and fitness application intervention consists of 20 minutes guided training session with the app at school and 4 weeks free usage of the app via own smart phone during free time. Sport and fitness application, when turned on, tracks the physical activity (running, cycling and every-day training) of the participant.
Behavioral: Sport and fitness application
Participants allocated to the Health game intervention group get to use the health game during the four week intervention period and participants are allowed to use it on their free time.
Participants allocated to the Sport and fitness application intervention group get to use the sport and fitness application during the four week intervention period and participants are allowed to use it on their free time.
Change in Physical activity behavior
Physical activity behavior is tracked with Actigraph wGT3X-BT accelerometer during one week period
Time frame: at baseline during one week period and at 4 weeks during one week period
Change in Physical activity self-efficacy
Measured with Physical Activity Self-Efficacy Scale (PASES), a 8-item 5-point Likert-scale.
Time frame: At baseline and at 4 weeks
Actual use of the intervention
Actual use of the intervention is tracked with log files
Time frame: During the four week intervention
Usability of the intervention
Measured with System Usability Scale (SUS), a 10-item 5-point Likert-scale
Time frame: At 4 weeks
This study is status unknown, as verified in Oct 2017. You cannot join it, but the record below documents what was studied.
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University of Turku