A Digital Game on Promoting Family Well-being

Study Overview
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Brief Summary
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Advances in information communication technologies (ICT) allow for ICT-assisted health promotion to become more common. Integrating ICT in health promotion has been suggested to offer many advantages compared to traditional approaches to promote family well-being. Research has also shown the positive effects of game-based approaches in enhancing health promotion interventions, especially with children. We will develop and assess a digital family game with theme-based mini-games to enhance family communication and well-being.

Detailed Description
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With growing emphasis on the development and maintenance of healthy lifestyles, the family role has increasing importance. A family-based health promotion strategy can be instrumental in helping disseminate and reinforce knowledge and behaviours on family well-being and better equip families to protect themselves and promote family well-being amidst the pandemic. This study aims to use a game-based approach to enhance knowledge and behaviours on family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide preliminary evidence of the feasibility and effectiveness of such an approach in a family-based context. It would also guide the direction for future health education and awareness trials and related projects and campaigns for health promotion efforts and to help improve family well-being in the Hong Kong community and elsewhere.

Official Title
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SMART Family-Link Project: A Digital Game on Promoting Family Well-being

Conditions
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Family

Intervention / Treatment
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* Behavioral: Digital game


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Chinese-speaking; Individuals aged 18 years and above; Able to understand and play the game. Exclusion Criteria: Individuals who cannot meet the inclusion criteria.

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 100 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: Prevention
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Intervention arm<br>Digital game | Behavioral: Digital game<br>* A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Perceived improved family well-being | Change assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness). | Baseline and one month | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Perceived improved family communication | Change assessed by a one-item family communication scale (score from 0 to 10, higher scores indicate better family communication). | Baseline and one month | 
| Perceived improved family health | Change assessed by a one-item family health scale (score from 0 to 10, higher scores indicate better family health). | Baseline and one month | 
| Family well-being knowledge and behaviors | Change assessed by outcome-based questions (scores from 0 to 10, higher scores indicate better knowledge and behaviors) | Baseline and one month | 
| Practice of sharing family well-being knowledge | Assessed by outcome-based questions with categorical choices | One month | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Family well-being, Family communication