A Digital Game on Promoting Family Well-being

Overview

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.

Full Title of Study: “SMART Family-Link Project: A Digital Game on Promoting Family Well-being”

Study Type

  • Study Type: Interventional
  • Study Design
    • Allocation: N/A
    • Intervention Model: Single Group Assignment
    • Primary Purpose: Prevention
    • Masking: None (Open Label)
  • Study Primary Completion Date: December 2022

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.

Interventions

  • Behavioral: Digital game
    • A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)

Arms, Groups and Cohorts

  • Experimental: Intervention arm
    • Digital game

Clinical Trial Outcome Measures

Primary Measures

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

Secondary Measures

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

Participating in This Clinical Trial

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.

Gender Eligibility: All

Minimum Age: 18 Years

Maximum Age: 100 Years

Are Healthy Volunteers Accepted: Accepts Healthy Volunteers

Investigator Details

  • Lead Sponsor
    • The University of Hong Kong
  • Provider of Information About this Clinical Study
    • Principal Investigator: Dr. Agnes Yuen-Kwan Lai, Assistant Professor – The University of Hong Kong
  • Overall Official(s)
    • Agnes Y Lai, PhD, Principal Investigator, School of Nursing, The University of Hong Kong
  • Overall Contact(s)
    • Agnes Y Lai, PhD, 39176779, agneslai@hku.hk

References

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.

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.

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.

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