Health Game Intervention to Promote the Physical Activity of Early Adolescents

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

Official Title
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Health Game Intervention to Promote the Physical Activity of Early Adolescents

Conditions
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Physical Activity, Health Behavior

Intervention / Treatment
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* Behavioral: Health game
* Behavioral: Sport and fitness application


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Goes to school at 4th, 5th or 6th grade Understands and can communicate either in Finnish Has daily access to a smart phone (Android) during free time Exclusion Criteria: Physical activity impairments

Ages Eligible for Study
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Minimum Age: 10 Years
Maximum Age: 13 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Health game<br>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<br>* 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.<br>|
| Sham Comparator: Sport and fitness application<br>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<br>* 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.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in Physical activity behavior | Physical activity behavior is tracked with Actigraph wGT3X-BT accelerometer during one week period | at baseline during one week period and at 4 weeks during one week period | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in Physical activity self-efficacy | Measured with Physical Activity Self-Efficacy Scale (PASES), a 8-item 5-point Likert-scale. | At baseline and at 4 weeks | 
| Actual use of the intervention | Actual use of the intervention is tracked with log files | During the four week intervention | 
| Usability of the intervention | Measured with System Usability Scale (SUS), a 10-item 5-point Likert-scale | At 4 weeks |