Clinical trial NCT04550065: A Digital Game on Promoting Family Well-being
Official title: SMART Family-Link Project: A Digital Game on Promoting Family Well-being
Study type: INTERVENTIONAL
Overall status: UNKNOWN
Phase: NA
Conditions: Family
Keywords: Family well-being
Family communication
Lead sponsor: The University of Hong Kong
Sponsor class: OTHER
First posted: 2020-09-16
Enrollment: 100
Sex: ALL
Minimum age (years): 18
Maximum age (years): 100
Standard ages: ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: NA
Intervention model: SINGLE_GROUP
Primary purpose: PREVENTION

Brief summary: 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: 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.

Eligibility criteria: 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.

Primary outcomes:
measure: Perceived improved family well-being
timeFrame: Baseline and one month
Secondary outcomes:
measure: Perceived improved family communication
timeFrame: Baseline and one month
measure: Perceived improved family health
timeFrame: Baseline and one month
measure: Family well-being knowledge and behaviors
timeFrame: Baseline and one month
measure: Practice of sharing family well-being knowledge
timeFrame: One month
Other outcomes:
Locations:
city: Hong Kong
country: Hong Kong
facility: Hong Kong community
Study officials:
affiliation: School of Nursing, The University of Hong Kong
name: Agnes Y Lai, PhD
role: PRINCIPAL_INVESTIGATOR
References:
citation: Ameryoun A, Sanaeinasab H, Saffari M, Koenig HG. Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Child Obes. 2018 Feb/Mar;14(2):67-80. doi: 10.1089/chi.2017.0250. Epub 2017 Nov 29.
citation: Chagas CMDS, Pontes E Silva TB, Reffatti LM, Botelho RBA, Toral N. Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol. BMC Public Health. 2018 Jul 24;18(1):910. doi: 10.1186/s12889-018-5848-0.
citation: Edwards EA, Lumsden J, Rivas C, Steed L, Edwards LA, Thiyagarajan A, Sohanpal R, Caton H, Griffiths CJ, Munafo MR, Taylor S, Walton RT. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.