A Digital Game on Promoting Family Well-being
Study Details
Study Description
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.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
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.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Intervention arm Digital game |
Behavioral: Digital game
A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting)
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Outcome Measures
Primary Outcome Measures
- Perceived improved family well-being [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 Outcome Measures
- Perceived improved family communication [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 [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 [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 [One month]
Assessed by outcome-based questions with categorical choices
Eligibility Criteria
Criteria
Inclusion Criteria:
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Chinese-speaking;
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Individuals aged 18 years and above;
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Able to understand and play the game.
Exclusion Criteria:
- Individuals who cannot meet the inclusion criteria.
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
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1 | Hong Kong community | Hong Kong | Hong Kong | 852 |
Sponsors and Collaborators
- The University of Hong Kong
Investigators
- Principal Investigator: Agnes Y Lai, PhD, School of Nursing, The University of Hong Kong
Study Documents (Full-Text)
None provided.More Information
Publications
- 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, Munafò 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. Review.
- UW 20-353