Physical activity promotion in children using a novel smartphone game: a pilot randomized controlled trial

dc.contributor.authorLapusniak, Sam
dc.contributor.supervisorLiu, Sam
dc.date.accessioned2022-03-16T18:44:56Z
dc.date.available2022-03-16T18:44:56Z
dc.date.copyright2022en_US
dc.date.issued2022-03-16
dc.degree.departmentSchool of Exercise Science, Physical and Health Educationen_US
dc.degree.levelMaster of Science M.Sc.en_US
dc.description.abstractBackground: Regular physical activity (PA) is critical for children’s health and wellbeing. Despite the numerous health benefits, most Canadian children do not meet the Canadian PA guidelines. The emergence of the COVID-19 pandemic and social restrictions added new challenges to meeting the PA guidelines. Mobile health (mHealth) technology can be leveraged to promote PA among children. Combining gamification with mHealth interventions has the potential to further improve program effectiveness. Thus, “Draco” was developed as a virtual pet smartphone app to increase PA in children using self-determination theory as a framework to promote intrinsic motivation for PA. Objective: The primary objective is to evaluate the satisfaction and acceptability of the Draco app after four weeks. Secondary objectives include evaluating the preliminary effectiveness of the Draco app to improve average daily steps, average daily MVPA, perceived autonomy for PA, perceived competence for PA, and perceived relatedness to the app. Methods: 43 Canadian children, aged 8-14 years old, not meeting the Canadian PA guidelines of 60min of MVPA per day were randomly allocated to an intervention or control group. Participants in the control group used a step-tracking app for four weeks. Intervention participants were instructed to use the Draco app. Participants completed a baseline and follow-up questionnaire. PA outcomes were tracked using a Fitbit provided to each participant. Intrinsic PA motivation was assessed using an adapted version of the Intrinsic Motivation Inventory (IMI). Intrinsic motivation was assessed using the satisfaction subscale. Exit interviews were completed to determine app acceptability. Results: Participants demonstrated high levels of satisfaction and acceptability with the Draco app 2.83 (1.29). Intervention participants increased their average daily steps by 909 (1701). The control group increased their steps by 46 (1507). The Draco app had a small effect on promoting steps, MVPA, relatedness and small effects at increasing autonomy and competence. Conclusion: Participants demonstrated high levels of satisfaction and acceptability with the app. Participants in the intervention group showed greater increases in PA with small effect sizes. Preliminary evidence highlights the importance of tailoring game design to the users. Technical limitations impacted recruitment and user experiences. Additional development time should be taken to stabilize the app and add new game features for a definitive RCT.en_US
dc.description.scholarlevelGraduateen_US
dc.identifier.urihttp://hdl.handle.net/1828/13801
dc.languageEnglisheng
dc.language.isoenen_US
dc.rightsAvailable to the World Wide Weben_US
dc.subjectmHealthen_US
dc.subjectmobile healthen_US
dc.subjectdigital healthen_US
dc.subjectgamificationen_US
dc.subjectrandomized controlled trialen_US
dc.subjectRCTen_US
dc.subjectpilot studyen_US
dc.subjectphysical activityen_US
dc.subjectSDTen_US
dc.subjectself determination theoryen_US
dc.subjectsmartphoneen_US
dc.subjectvideo gameen_US
dc.subjecthealth promotionen_US
dc.subjectbehaviour changeen_US
dc.subjectgame designen_US
dc.subjectMVPAen_US
dc.subjectmoderate-to-vigorous physical activityen_US
dc.subjectstepsen_US
dc.subjectexerciseen_US
dc.titlePhysical activity promotion in children using a novel smartphone game: a pilot randomized controlled trialen_US
dc.typeThesisen_US

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