BSAK19: Evaluation of the Impact of Adaptive Goal Setting on Engagement Levels of Government Staff With a Gamified mHealth Tool

Sponsor
Eindhoven University of Technology (Other)
Overall Status
Completed
CT.gov ID
NCT05264155
Collaborator
(none)
176
1
2
2.1
85

Study Details

Study Description

Brief Summary

Background: Although the health benefits of physical activity are well established, it remains challenging for people to adopt a more active lifestyle. Mobile health (mHealth) interventions can be effective tools to promote physical activity and reduce sedentary behavior. Promising results have been obtained by using gamification techniques as behavior change strategies, especially when they were tailored toward an individual's preferences and goals; yet, it remains unclear how goals could be personalized to effectively promote health behaviors.

Objective: In this study, the investigators aim to evaluate the impact of personalized goal setting in the context of gamified mHealth interventions. The investigators hypothesize that interventions suggesting health goals that are tailored based on end users' (self-reported) current and desired capabilities will be more engaging than interventions with generic goals.

Methods: The study was designed as a 2-arm randomized intervention trial. Participants were recruited among staff members of Noorderkempen governmental organization. They participated in an 8-week digital health promotion campaign that was especially designed to promote walks, bike rides, and sports sessions. Using an mHealth app, participants could track their performance on two social leaderboards: a leaderboard displaying the individual scores of participants and a leaderboard displaying the average scores per organizational department. The mHealth app also provided a news feed that showed when other participants had scored points. Points could be collected by performing any of the 6 assigned tasks (eg, walk for at least 2000 m). The level of complexity of 3 of these 6 tasks was updated every 2 weeks by changing either the suggested task intensity or the suggested frequency of the task. The 2 intervention arms-with participants randomly assigned-consisted of a personalized treatment that tailored the complexity parameters based on participants' self-reported capabilities and goals and a control treatment where the complexity parameters were set generically based on national guidelines. Measures were collected from the mHealth app as well as from intake and posttest surveys and analyzed using hierarchical linear models.

Note: Eindhoven University of Technology is not an official GCP sponsor. Hence, this study is not a medical clinical trial.

Condition or Disease Intervention/Treatment Phase
  • Behavioral: GameBus (mHealth app)
N/A

Study Design

Study Type:
Interventional
Actual Enrollment :
176 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
None (Open Label)
Primary Purpose:
Prevention
Official Title:
Evaluating the Impact of Adaptive Personalized Goal Setting on Engagement Levels of Government Staff With a Gamified mHealth Tool: Study Protocol for a 2-Month Randomized Controlled Trial
Actual Study Start Date :
Oct 14, 2019
Actual Primary Completion Date :
Dec 16, 2019
Actual Study Completion Date :
Dec 16, 2019

Arms and Interventions

Arm Intervention/Treatment
Placebo Comparator: Control: one-size-fits-all

The study was designed as a 2-arm randomized intervention trial. The experimental setup was centered around setting the complexity parameters (ie, the X values) of the 3 dynamic tasks. In particular, the parameters to determine were as follows: (1) the minimum distance of a longer walk, (2) the minimum distance of a longer bike ride, and (3) the maximum number of rewarded sports sessions (and consequently the number of rewarded points per sports session). For the control group, the parameter values of the dynamic tasks were based on national guidelines.

Behavioral: GameBus (mHealth app)
Using the mHealth app GameBus, participants could track their performance on 2 social leaderboards: a leaderboard displaying the individual scores of participants and a leaderboard displaying the average scores per department. To score points on these leaderboards, a participant was given a set of 6 tasks that, upon completion, were rewarded with points. In this study, 3/6 tasks were either updated generically (for the control group) or personalized (for the treatment group). By means of the mobile app, users could manually register that they had performed a task. Alternatively, users could use an activity tracker to automatically track their efforts. The activity trackers that were supported included Google Fit, Strava, and a GPS-based activity tracker. Finally, GameBus provided a set of features for social support: a newsfeed showed when other participants had scored points, and participants could like and comment on each other's healthy achievements as well as chat with each other.

Active Comparator: Treatment: personalized

The study was designed as a 2-arm randomized intervention trial. The experimental setup was centered around setting the complexity parameters (ie, the X values) of the 3 dynamic tasks. In particular, the parameters to determine were as follows: (1) the minimum distance of a longer walk, (2) the minimum distance of a longer bike ride, and (3) the maximum number of rewarded sports sessions (and consequently the number of rewarded points per sports session). For the treatment group, these parameters were tailored to the users' self-reported capabilities and health goals.

Behavioral: GameBus (mHealth app)
Using the mHealth app GameBus, participants could track their performance on 2 social leaderboards: a leaderboard displaying the individual scores of participants and a leaderboard displaying the average scores per department. To score points on these leaderboards, a participant was given a set of 6 tasks that, upon completion, were rewarded with points. In this study, 3/6 tasks were either updated generically (for the control group) or personalized (for the treatment group). By means of the mobile app, users could manually register that they had performed a task. Alternatively, users could use an activity tracker to automatically track their efforts. The activity trackers that were supported included Google Fit, Strava, and a GPS-based activity tracker. Finally, GameBus provided a set of features for social support: a newsfeed showed when other participants had scored points, and participants could like and comment on each other's healthy achievements as well as chat with each other.

Outcome Measures

Primary Outcome Measures

  1. Passive user engagement [one week.]

    Number of days participants visited in the app.

  2. Active user engagement [one week.]

    Number of health-related activities participants visited in the app.

Eligibility Criteria

Criteria

Ages Eligible for Study:
N/A and Older
Sexes Eligible for Study:
All
Accepts Healthy Volunteers:
Yes
Inclusion Criteria:
  • Employee of Noorderkempen governmental organization
Exclusion Criteria:
  • None

Contacts and Locations

Locations

Site City State Country Postal Code
1 Noorderkempen governmental organization Wuustwezel Belgium

Sponsors and Collaborators

  • Eindhoven University of Technology

Investigators

  • Principal Investigator: Pieter Van Gorp, Dr., Eindhoven University of Technology

Study Documents (Full-Text)

None provided.

More Information

Publications

None provided.
Responsible Party:
Eindhoven University of Technology
ClinicalTrials.gov Identifier:
NCT05264155
Other Study ID Numbers:
  • BSAK19
First Posted:
Mar 3, 2022
Last Update Posted:
Mar 22, 2022
Last Verified:
Mar 1, 2022
Individual Participant Data (IPD) Sharing Statement:
No
Plan to Share IPD:
No
Studies a U.S. FDA-regulated Drug Product:
No
Studies a U.S. FDA-regulated Device Product:
No
Keywords provided by Eindhoven University of Technology

Study Results

No Results Posted as of Mar 22, 2022