CI

At a glance

ClinicalIndex Comparison Record
N/AUnknown· 100 target
Drug / intervention
Gamificationbehavioral
Likely dose
Not stated in record
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Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT04633070
NCT04633070N/AUnknown

Use of Gamification in Health Apps for Lifestyle Intervention: A Systematic Review

University of Toronto·observational·Posted Nov 18, 2020·Updated Nov 19, 2020

In Brief

An observational study evaluating Gamification for Mobile Applications and 2 related conditions. Targeting 100 participants across 1 site.

Detailed Summary

Health behaviour applications (also referred to as "apps") have the potential to provide several advantages for motivating behaviour change for health and well-being. Finding ways to increase and sustain health promoting behaviour changes has been a challenge during health app development. Gamification, which is the use of game elements in a non-game situation, shows promise and has proven effective in many fields. However, key questions remain concerning how to use gamification in apps to modify health behaviour, especially to support adherence to dietary pattern recommendations. To investigate and summarize the current evidence, a systematic review of the totality of evidence from clinical trials and observational studies will be conducted to capture and distinguish the types of gamification strategies that may be most effective in improving and sustaining health promoting behaviours to inform future health behaviour app development.

Study Details

Study Typeobservational
Allocation--
Masking--
Primary Purpose--
CountriesCanada
Collaborators--

Timeline

N/AUnknownOverdue
202120222023202420252026
First PostedNov 18, 2020
Enrollment StartNov 5, 2020
Primary CompletionNov 1, 2021
Study CompletionNov 1, 2022
TodayJul 1, 2026
Enrollment to primary: 12 monthsPosted 5.6 years ago

Interventions

Gamificationbehavioral

Gamification (including, but not limited to a ranking system, badges and achievements, points, social media interaction, and leveling up) within mobile and web-based applications (also referred to as 'apps') for lifestyle modification (diet, physical activity, smoking cessation etc).