Avatar-based Social Physical Activity

Study Overview
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Brief Summary
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This study is testing program where teens with type 1 diabetes play Meta Quest 2 virtual reality exercise games and talk, act, and paint about physical activity in virtual meetings with their peers and young adult role models. The outcomes are feasibility and user satisfaction.

Official Title
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A Virtual Home Intervention to Promote Physical Activity Among Youth With Type 1 Diabetes Part 2

Conditions
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Type 1 Diabetes

Intervention / Treatment
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* Behavioral: Avatar-based Social Physical Activity


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Age of 14-17 years Diagnosis of type 1 diabetes or other absolute insulin deficiency diabetes for ≥6 months Moderate-to-vigorous physical activity less than half of recommended levels (defined as ≤3 days per week achieving ≥60min daily MVPA) English literacy Home Broadband wireless Internet (≥25 mbps downloads, ≥3 mbps uploads on google Internet speed test). This is used in  98% of US households. Willing to use continuous glucose monitor for the duration of participation in the trial. Willing to use a computer or smartphone with web camera. Under regular care by a healthcare provider (defined as attending at least one appointment in the past year, plus access to verified 24hr phone number to reach the provider's team for insulin dose adjustments if assistance is needed) Exclusion Criteria: A condition or disability besides type 1 diabetes that would preclude participation in group moderate-to-vigorous physical activity (e.g., cerebral palsy, current pregnancy)

Ages Eligible for Study
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Minimum Age: 14 Years
Maximum Age: 17 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Supportive Care
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Avatar-based Social Physical Activity<br>Group classes with virtual reality exercise games, talking, acting, and painting activities | Behavioral: Avatar-based Social Physical Activity<br>* Exercise, group discussions, role-playing skits, and group painting done in a virtual setting.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Engagement | Number of classes attended | 4 weeks | 
| Satisfaction | Score on a satisfaction survey that has been custom-designed for the components of this program. Scores range from 0 to 4. A higher score indicates greater satisfaction with the program. | 4 weeks | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Perceived cohesion | Score on perceived cohesion scale (reference 1). Scores range from 0 to 6. A higher score indicates greater cohesion the participant felt among the group. | 4 weeks | 
| Motivation for exergame play | Score on motivation for exergame play inventory (reference 2). Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame. | 4 weeks | 
| Multimodal presence | Score on multimodal presence scale (reference 3). Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world. | 4 weeks | 
| System usability | Score on system usability scale (reference 4). Scores range from 0 to 4. A higher score indicates the system was more feasible to use. | 4 weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Exercise, Adolescent, Video games, Self-management, Social support